mirror of https://github.com/axmolengine/axmol.git
499 lines
18 KiB
C++
499 lines
18 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "UtilsGL.h"
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#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
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{
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GLenum internalFmt;
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GLenum internalFmtSrgb;
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GLenum fmt;
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GLenum fmtSrgb;
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GLenum type;
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};
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// clang-format off
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static GPUTextureFormatInfo s_textureFormats[] =
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{
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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
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{ 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
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{ 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
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{ 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
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// { 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
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{ GL_COMPRESSED_RGB8_ETC2, GL_COMPRESSED_SRGB8_ETC2, GL_COMPRESSED_RGB8_ETC2, GL_COMPRESSED_RGB8_ETC2, GL_ZERO, }, // ETC2
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{ 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
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{ 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
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{ 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
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{ GL_ATC_RGBA_EXPLICIT_ALPHA_AMD, GL_ZERO, GL_ATC_RGBA_EXPLICIT_ALPHA_AMD, GL_ATC_RGBA_EXPLICIT_ALPHA_AMD, GL_ZERO, }, // ATCE
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{ 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
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{ 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
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{ 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
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{ 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
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{ 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
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{ 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
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{ 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
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{ GL_RGB, GL_SRGB, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5}, // RGB565 === MTLPixelFormatB5G6R5Unorm
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{ GL_RGBA, GL_SRGB_ALPHA, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4}, // RGBA4 === MTLPixelFormatABGR4Unorm
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{ GL_RGBA, GL_SRGB_ALPHA, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1}, // RGB5A1 === MTLPixelFormatA1BGR5Unorm
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#if AX_GLES_PROFILE != 200
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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
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{ GL_RG8, GL_RG, GL_RG, GL_RG, GL_UNSIGNED_BYTE, }, // RG8 In Shader: (R,G,0,0) GL3/GLES3 preferred
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#else
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{ GL_LUMINANCE, GL_SLUMINANCE, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, }, // L8 In Shader: (L,L,L,1) GLES2/GLES3 ONLY deprecated
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{ 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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#endif
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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 */
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{ 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:
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* PixelFormat::RGBA4:
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* GL_BGRA_EXT, GL_BGRA_EXT, GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT not match MTLPixelFormatABGR4Unorm
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* Unexpected render result is FPS label is PAN-BLUE
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*/
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GLenum UtilsGL::toGLAttributeType(VertexFormat vertexFormat)
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{
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GLenum ret = GL_INT;
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switch (vertexFormat)
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{
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case VertexFormat::FLOAT4:
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case VertexFormat::FLOAT3:
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case VertexFormat::FLOAT2:
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case VertexFormat::FLOAT:
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ret = GL_FLOAT;
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break;
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case VertexFormat::INT4:
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case VertexFormat::INT3:
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case VertexFormat::INT2:
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case VertexFormat::INT:
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ret = GL_INT;
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break;
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case VertexFormat::UBYTE4:
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ret = GL_UNSIGNED_BYTE;
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break;
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default:
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break;
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}
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return ret;
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}
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GLsizei UtilsGL::getGLAttributeSize(VertexFormat vertexFormat)
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{
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GLsizei ret = 0;
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switch (vertexFormat)
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{
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case VertexFormat::FLOAT4:
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case VertexFormat::INT4:
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case VertexFormat::UBYTE4:
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ret = 4;
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break;
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case VertexFormat::FLOAT3:
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case VertexFormat::INT3:
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ret = 3;
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break;
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case VertexFormat::FLOAT2:
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case VertexFormat::INT2:
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ret = 2;
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break;
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case VertexFormat::FLOAT:
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case VertexFormat::INT:
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ret = 1;
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break;
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default:
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break;
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}
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return ret;
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}
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GLsizei UtilsGL::getGLDataTypeSize(GLenum size)
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{
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GLsizei ret = 0;
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switch (size)
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{
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case GL_BOOL:
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case GL_BYTE:
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case GL_UNSIGNED_BYTE:
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ret = sizeof(GLbyte);
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break;
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case GL_BOOL_VEC2:
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case GL_SHORT:
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case GL_UNSIGNED_SHORT:
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ret = sizeof(GLshort);
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break;
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case GL_BOOL_VEC3:
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ret = sizeof(GLboolean);
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break;
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case GL_BOOL_VEC4:
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case GL_INT:
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case GL_UNSIGNED_INT:
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case GL_FLOAT:
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ret = sizeof(GLfloat);
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break;
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case GL_FLOAT_VEC2:
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case GL_INT_VEC2:
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ret = sizeof(GLfloat) * 2;
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break;
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case GL_FLOAT_VEC3:
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case GL_INT_VEC3:
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ret = sizeof(GLfloat) * 3;
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break;
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case GL_FLOAT_MAT2:
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case GL_FLOAT_VEC4:
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case GL_INT_VEC4:
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ret = sizeof(GLfloat) * 4;
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break;
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case GL_FLOAT_MAT3:
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ret = sizeof(GLfloat) * 9;
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break;
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case GL_FLOAT_MAT4:
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ret = sizeof(GLfloat) * 16;
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break;
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default:
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break;
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}
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return ret;
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}
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GLint UtilsGL::toGLMagFilter(SamplerFilter magFilter)
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{
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GLint ret = GL_LINEAR;
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switch (magFilter)
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{
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case SamplerFilter::LINEAR:
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ret = GL_LINEAR;
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break;
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case SamplerFilter::NEAREST:
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ret = GL_NEAREST;
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break;
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default:
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break;
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}
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return ret;
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}
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GLint UtilsGL::toGLMinFilter(SamplerFilter minFilter, bool hasMipmaps, bool isPow2)
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{
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if (hasMipmaps && !isPow2)
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{
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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)
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return GL_LINEAR;
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else
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return GL_NEAREST;
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}
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switch (minFilter)
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{
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case SamplerFilter::LINEAR:
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return GL_LINEAR;
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case SamplerFilter::LINEAR_MIPMAP_LINEAR:
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return GL_LINEAR_MIPMAP_LINEAR;
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case SamplerFilter::LINEAR_MIPMAP_NEAREST:
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return GL_LINEAR_MIPMAP_NEAREST;
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case SamplerFilter::NEAREST:
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return GL_NEAREST;
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case SamplerFilter::NEAREST_MIPMAP_NEAREST:
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return GL_NEAREST_MIPMAP_NEAREST;
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case SamplerFilter::NEAREST_MIPMAP_LINEAR:
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return GL_NEAREST_MIPMAP_LINEAR;
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default:
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break;
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}
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return GL_NEAREST;
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}
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GLint UtilsGL::toGLAddressMode(SamplerAddressMode addressMode, bool isPow2)
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{
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GLint ret = GL_REPEAT;
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if (!isPow2 && (addressMode != SamplerAddressMode::CLAMP_TO_EDGE))
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{
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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;
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}
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switch (addressMode)
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{
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case SamplerAddressMode::REPEAT:
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ret = GL_REPEAT;
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break;
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case SamplerAddressMode::MIRROR_REPEAT:
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ret = GL_MIRRORED_REPEAT;
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break;
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case SamplerAddressMode::CLAMP_TO_EDGE:
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ret = GL_CLAMP_TO_EDGE;
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break;
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default:
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break;
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}
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return ret;
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}
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void UtilsGL::toGLTypes(PixelFormat textureFormat,
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GLint& internalFormat,
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GLuint& format,
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GLenum& type,
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bool& isCompressed)
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{
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if (UTILS_LIKELY(textureFormat < PixelFormat::COUNT))
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{
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auto& info = s_textureFormats[(int)textureFormat];
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internalFormat = info.internalFmt;
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format = info.fmt;
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type = info.type;
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isCompressed = PixelFormatUtils::isCompressed(textureFormat);
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}
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}
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GLenum UtilsGL::toGLComareFunction(CompareFunction compareFunction)
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{
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GLenum ret = GL_ALWAYS;
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switch (compareFunction)
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{
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case CompareFunction::NEVER:
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ret = GL_NEVER;
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break;
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case CompareFunction::LESS:
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ret = GL_LESS;
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break;
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case CompareFunction::LESS_EQUAL:
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ret = GL_LEQUAL;
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break;
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case CompareFunction::GREATER:
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ret = GL_GREATER;
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break;
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case CompareFunction::GREATER_EQUAL:
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ret = GL_GEQUAL;
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break;
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case CompareFunction::NOT_EQUAL:
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ret = GL_NOTEQUAL;
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break;
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case CompareFunction::EQUAL:
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ret = GL_EQUAL;
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break;
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case CompareFunction::ALWAYS:
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ret = GL_ALWAYS;
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break;
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default:
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break;
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}
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return ret;
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}
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GLenum UtilsGL::toGLStencilOperation(StencilOperation stencilOperation)
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{
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GLenum ret = GL_KEEP;
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switch (stencilOperation)
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{
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case StencilOperation::KEEP:
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ret = GL_KEEP;
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break;
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case StencilOperation::ZERO:
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ret = GL_ZERO;
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break;
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case StencilOperation::REPLACE:
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ret = GL_REPLACE;
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break;
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case StencilOperation::INVERT:
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ret = GL_INVERT;
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break;
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case StencilOperation::INCREMENT_WRAP:
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ret = GL_INCR_WRAP;
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break;
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case StencilOperation::DECREMENT_WRAP:
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ret = GL_DECR_WRAP;
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break;
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default:
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break;
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}
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return ret;
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}
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GLenum UtilsGL::toGLBlendOperation(BlendOperation blendOperation)
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{
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GLenum ret = GL_FUNC_ADD;
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switch (blendOperation)
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{
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case BlendOperation::ADD:
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ret = GL_FUNC_ADD;
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break;
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case BlendOperation::SUBTRACT:
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ret = GL_FUNC_SUBTRACT;
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break;
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case BlendOperation::REVERSE_SUBTRACT:
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ret = GL_FUNC_REVERSE_SUBTRACT;
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break;
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default:
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break;
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}
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return ret;
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}
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GLenum UtilsGL::toGLBlendFactor(BlendFactor blendFactor)
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{
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GLenum ret = GL_ONE;
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switch (blendFactor)
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{
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case BlendFactor::ZERO:
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ret = GL_ZERO;
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break;
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case BlendFactor::ONE:
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ret = GL_ONE;
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break;
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case BlendFactor::SRC_COLOR:
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ret = GL_SRC_COLOR;
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break;
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case BlendFactor::ONE_MINUS_SRC_COLOR:
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ret = GL_ONE_MINUS_SRC_COLOR;
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break;
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case BlendFactor::SRC_ALPHA:
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ret = GL_SRC_ALPHA;
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break;
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case BlendFactor::ONE_MINUS_SRC_ALPHA:
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ret = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case BlendFactor::DST_COLOR:
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ret = GL_DST_COLOR;
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break;
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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_COLOR:
|
|
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_LOOP:
|
|
ret = GL_LINE_LOOP;
|
|
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;
|
|
}
|
|
|
|
NS_AX_BACKEND_END
|