Example #1
0
  private static Map<JCGLTextureFormat, LWJGL3TextureSpec> makeTextureSpecs() {
    final Map<JCGLTextureFormat, LWJGL3TextureSpec> m = new EnumMap<>(JCGLTextureFormat.class);

    final JCGLTextureFormat[] values = JCGLTextureFormat.values();
    for (int index = 0; index < values.length; ++index) {
      final JCGLTextureFormat format = values[index];
      final LWJGL3TextureSpec spec = LWJGL3TextureSpecs.makeTextureSpec(format);

      Preconditions.checkPrecondition(
          format, !m.containsKey(format), ignored -> "Format must be unique");

      m.put(format, spec);
    }

    return m;
  }
Example #2
0
  private static LWJGL3TextureSpec makeTextureSpec(final JCGLTextureFormat format) {
    JCGLPixelFormat ct = format.getComponentType();
    switch (ct) {
      case PIXEL_PACKED_UNSIGNED_INT_1010102:

        /** 1010102 has to be re-mapped to unsigned bytes on GL3. */
        ct = JCGLPixelFormat.PIXEL_COMPONENT_UNSIGNED_BYTE;
        break;
      case PIXEL_COMPONENT_BYTE:
      case PIXEL_COMPONENT_FLOAT:
      case PIXEL_COMPONENT_INT:
      case PIXEL_COMPONENT_SHORT:
      case PIXEL_COMPONENT_UNSIGNED_BYTE:
      case PIXEL_COMPONENT_UNSIGNED_INT:
      case PIXEL_COMPONENT_UNSIGNED_SHORT:
      case PIXEL_PACKED_UNSIGNED_SHORT_4444:
      case PIXEL_PACKED_UNSIGNED_SHORT_5551:
      case PIXEL_PACKED_UNSIGNED_SHORT_565:
      case PIXEL_COMPONENT_HALF_FLOAT:
      case PIXEL_PACKED_UNSIGNED_INT_24_8:
        break;
    }

    final int gl_type = LWJGL3TypeConversions.pixelTypeToGL(ct);
    int gl_format = -1;
    int gl_internalformat = -1;

    /** OpenGL 3.0 doesn't give a table of the valid combinations of texture formats. */
    switch (format) {
      case TEXTURE_FORMAT_DEPTH_16_2BPP:
        {
          gl_format = GL11.GL_DEPTH_COMPONENT;
          gl_internalformat = GL14.GL_DEPTH_COMPONENT16;
          break;
        }
      case TEXTURE_FORMAT_DEPTH_24_4BPP:
        {
          gl_format = GL11.GL_DEPTH_COMPONENT;
          gl_internalformat = GL14.GL_DEPTH_COMPONENT24;
          break;
        }
      case TEXTURE_FORMAT_DEPTH_32F_4BPP:
        {
          gl_format = GL11.GL_DEPTH_COMPONENT;
          gl_internalformat = GL30.GL_DEPTH_COMPONENT32F;
          break;
        }
        //      case TEXTURE_FORMAT_RGBA_4444_2BPP: {
        //        gl_format = GL2ES2.GL_RGBA;
        //        gl_internalformat = GLES2.GL_RGBA4;
        //        break;
        //      }
        //      case TEXTURE_FORMAT_RGBA_5551_2BPP: {
        //        gl_format = GL2ES2.GL_RGBA;
        //        gl_internalformat = GLES2.GL_RGB5_A1;
        //        break;
        //      }
        //      case TEXTURE_FORMAT_RGB_565_2BPP: {
        //        gl_format = GL2ES2.GL_RGBA;
        //        gl_internalformat = GLES2.GL_RGB565;
        //        break;
        //      }
      case TEXTURE_FORMAT_RGBA_8_4BPP:
        {
          gl_format = GL11.GL_RGBA;
          gl_internalformat = GL11.GL_RGBA8;
          break;
        }
      case TEXTURE_FORMAT_RGB_8_3BPP:
        {
          gl_format = GL11.GL_RGB;
          gl_internalformat = GL11.GL_RGB8;
          break;
        }
      case TEXTURE_FORMAT_RG_8_2BPP:
        {
          gl_format = GL30.GL_RG;
          gl_internalformat = GL30.GL_RG8;
          break;
        }
      case TEXTURE_FORMAT_R_8_1BPP:
        {
          gl_format = GL11.GL_RED;
          gl_internalformat = GL30.GL_R8;
          break;
        }
      case TEXTURE_FORMAT_RGBA_32F_16BPP:
        {
          gl_format = GL11.GL_RGBA;
          gl_internalformat = GL30.GL_RGBA32F;
          break;
        }
      case TEXTURE_FORMAT_RGBA_1010102_4BPP:
        {
          gl_format = GL11.GL_RGBA;
          gl_internalformat = GL11.GL_RGB10_A2;
          break;
        }
      case TEXTURE_FORMAT_RGBA_16F_8BPP:
        {
          gl_format = GL11.GL_RGBA;
          gl_internalformat = GL30.GL_RGBA16F;
          break;
        }
      case TEXTURE_FORMAT_RGBA_16_8BPP:
        {
          gl_format = GL11.GL_RGBA;
          gl_internalformat = GL11.GL_RGBA16;
          break;
        }
      case TEXTURE_FORMAT_RGBA_32I_16BPP:
        {
          gl_format = GL30.GL_RGBA_INTEGER;
          gl_internalformat = GL30.GL_RGBA32I;
          break;
        }
      case TEXTURE_FORMAT_RGBA_16I_8BPP:
        {
          gl_format = GL30.GL_RGBA_INTEGER;
          gl_internalformat = GL30.GL_RGBA16I;
          break;
        }
      case TEXTURE_FORMAT_RGBA_16U_8BPP:
        {
          gl_format = GL30.GL_RGBA_INTEGER;
          gl_internalformat = GL30.GL_RGBA16UI;
          break;
        }
      case TEXTURE_FORMAT_RGBA_32U_16BPP:
        {
          gl_format = GL30.GL_RGBA_INTEGER;
          gl_internalformat = GL30.GL_RGBA32UI;
          break;
        }
      case TEXTURE_FORMAT_RGBA_8I_4BPP:
        {
          gl_format = GL30.GL_RGBA_INTEGER;
          gl_internalformat = GL30.GL_RGBA8I;
          break;
        }
      case TEXTURE_FORMAT_RGBA_8U_4BPP:
        {
          gl_format = GL30.GL_RGBA_INTEGER;
          gl_internalformat = GL30.GL_RGBA8UI;
          break;
        }
      case TEXTURE_FORMAT_RGB_16F_6BPP:
        {
          gl_format = GL11.GL_RGB;
          gl_internalformat = GL30.GL_RGB16F;
          break;
        }
      case TEXTURE_FORMAT_RGB_16I_6BPP:
        {
          gl_format = GL30.GL_RGB_INTEGER;
          gl_internalformat = GL30.GL_RGB16I;
          break;
        }
      case TEXTURE_FORMAT_RGB_16U_6BPP:
        {
          gl_format = GL30.GL_RGB_INTEGER;
          gl_internalformat = GL30.GL_RGB16UI;
          break;
        }
      case TEXTURE_FORMAT_RGB_16_6BPP:
        {
          gl_format = GL11.GL_RGB;
          gl_internalformat = GL11.GL_RGB16;
          break;
        }
      case TEXTURE_FORMAT_RGB_32F_12BPP:
        {
          gl_format = GL11.GL_RGB;
          gl_internalformat = GL30.GL_RGB32F;
          break;
        }
      case TEXTURE_FORMAT_RGB_32I_12BPP:
        {
          gl_format = GL30.GL_RGB_INTEGER;
          gl_internalformat = GL30.GL_RGB32I;
          break;
        }
      case TEXTURE_FORMAT_RGB_32U_12BPP:
        {
          gl_format = GL30.GL_RGB_INTEGER;
          gl_internalformat = GL30.GL_RGB32UI;
          break;
        }
      case TEXTURE_FORMAT_RGB_8I_3BPP:
        {
          gl_format = GL30.GL_RGB_INTEGER;
          gl_internalformat = GL30.GL_RGB8I;
          break;
        }
      case TEXTURE_FORMAT_RGB_8U_3BPP:
        {
          gl_format = GL30.GL_RGB_INTEGER;
          gl_internalformat = GL30.GL_RGB8UI;
          break;
        }
      case TEXTURE_FORMAT_RG_16F_4BPP:
        {
          gl_format = GL30.GL_RG;
          gl_internalformat = GL30.GL_RG16F;
          break;
        }
      case TEXTURE_FORMAT_RG_16I_4BPP:
        {
          gl_format = GL30.GL_RG_INTEGER;
          gl_internalformat = GL30.GL_RG16I;
          break;
        }
      case TEXTURE_FORMAT_RG_16U_4BPP:
        {
          gl_format = GL30.GL_RG_INTEGER;
          gl_internalformat = GL30.GL_RG16UI;
          break;
        }
      case TEXTURE_FORMAT_RG_16_4BPP:
        {
          gl_format = GL30.GL_RG;
          gl_internalformat = GL30.GL_RG16;
          break;
        }
      case TEXTURE_FORMAT_RG_32F_8BPP:
        {
          gl_format = GL30.GL_RG;
          gl_internalformat = GL30.GL_RG32F;
          break;
        }
      case TEXTURE_FORMAT_RG_32I_8BPP:
        {
          gl_format = GL30.GL_RG_INTEGER;
          gl_internalformat = GL30.GL_RG32I;
          break;
        }
      case TEXTURE_FORMAT_RG_32U_8BPP:
        {
          gl_format = GL30.GL_RG_INTEGER;
          gl_internalformat = GL30.GL_RG32UI;
          break;
        }
      case TEXTURE_FORMAT_RG_8I_2BPP:
        {
          gl_format = GL30.GL_RG_INTEGER;
          gl_internalformat = GL30.GL_RG8I;
          break;
        }
      case TEXTURE_FORMAT_RG_8U_2BPP:
        {
          gl_format = GL30.GL_RG_INTEGER;
          gl_internalformat = GL30.GL_RG8UI;
          break;
        }
      case TEXTURE_FORMAT_R_16F_2BPP:
        {
          gl_format = GL11.GL_RED;
          gl_internalformat = GL30.GL_R16F;
          break;
        }
      case TEXTURE_FORMAT_R_16I_2BPP:
        {
          gl_format = GL30.GL_RED_INTEGER;
          gl_internalformat = GL30.GL_R16I;
          break;
        }
      case TEXTURE_FORMAT_R_16U_2BPP:
        {
          gl_format = GL30.GL_RED_INTEGER;
          gl_internalformat = GL30.GL_R16UI;
          break;
        }
      case TEXTURE_FORMAT_R_16_2BPP:
        {
          gl_format = GL11.GL_RED;
          gl_internalformat = GL30.GL_R16;
          break;
        }
      case TEXTURE_FORMAT_R_32F_4BPP:
        {
          gl_format = GL11.GL_RED;
          gl_internalformat = GL30.GL_R32F;
          break;
        }
      case TEXTURE_FORMAT_R_32I_4BPP:
        {
          gl_format = GL30.GL_RED_INTEGER;
          gl_internalformat = GL30.GL_R32I;
          break;
        }
      case TEXTURE_FORMAT_R_32U_4BPP:
        {
          gl_format = GL30.GL_RED_INTEGER;
          gl_internalformat = GL30.GL_R32UI;
          break;
        }
      case TEXTURE_FORMAT_R_8I_1BPP:
        {
          gl_format = GL30.GL_RED_INTEGER;
          gl_internalformat = GL30.GL_R8I;
          break;
        }
      case TEXTURE_FORMAT_R_8U_1BPP:
        {
          gl_format = GL30.GL_RED_INTEGER;
          gl_internalformat = GL30.GL_R8UI;
          break;
        }
      case TEXTURE_FORMAT_DEPTH_24_STENCIL_8_4BPP:
        {
          gl_format = GL30.GL_DEPTH_STENCIL;
          gl_internalformat = GL30.GL_DEPTH24_STENCIL8;
          break;
        }
    }

    assert gl_format != -1;
    assert gl_internalformat != -1;
    return new LWJGL3TextureSpec(gl_format, gl_type, gl_internalformat);
  }