Developer Documentation
GLFormatInfo.cc
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41 
42 #include <ACG/GL/GLFormatInfo.hh>
43 #include <iostream>
44 #include <QString>
45 
46 
47 namespace ACG {
48 
49 
50 // MACOS fix
51 
52 std::map<GLenum, GLFormatInfo> GLFormatInfo::formatMap_;
53 
54 GLFormatInfo::GLFormatInfo( GLenum _internalFormat )
55  : internalFormat_(_internalFormat), format_(GL_NONE), type_(GL_NONE),
56  channelCount_(0), bpp_(0), baseType_(UnsignedInt), normalized_(true)
57 {
58  channelBits_[0] =
59  channelBits_[1] =
60  channelBits_[2] =
61  channelBits_[3] = 0;
62  sizedName_[0] = 0;
63 
64  if (formatMap_.empty())
65  {
66  registerFmt(GL_RED, GL_RED, GL_UNSIGNED_BYTE, 8, 0, 0, 0, UnsignedInt, true);
67  registerFmt(GL_RG, GL_RG, GL_UNSIGNED_BYTE, 8, 8, 0, 0, UnsignedInt, true);
68  registerFmt(GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, 8, 8, 8, 0, UnsignedInt, true);
69  registerFmt(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, 8, 8, 8, 8, UnsignedInt, true);
70 
71  registerFmt(GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 32, 0, 0, 0, UnsignedInt, false);
72  registerFmt(GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 32, 0, 0, 0, UnsignedInt, false);
73  registerFmt(GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 24, 8, 0, 0, UnsignedInt, false);
74  registerFmt(GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 24, 8, 0, 0, UnsignedInt, false);
75 
76 #ifdef GL_VERSION_3_0
77  // single channel formats
78  registerFmt(GL_R8, GL_RED, GL_UNSIGNED_BYTE, 8, 0, 0, 0, UnsignedInt, true);
79  registerFmt(GL_R8_SNORM, GL_RED, GL_BYTE, 8, 0, 0, 0, SignedInt, true);
80  registerFmt(GL_R8I, GL_RED_INTEGER, GL_BYTE, 8, 0, 0, 0, SignedInt, false);
81  registerFmt(GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, 8, 0, 0, 0, UnsignedInt, false);
82 
83  registerFmt(GL_R16, GL_RED, GL_UNSIGNED_SHORT, 16, 0, 0, 0, UnsignedInt, true);
84  registerFmt(GL_R16I, GL_RED_INTEGER, GL_SHORT, 16, 0, 0, 0, SignedInt, false);
85  registerFmt(GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT, 16, 0, 0, 0, UnsignedInt, false);
86  registerFmt(GL_R16F, GL_RED, GL_HALF_FLOAT, 16, 0, 0, 0, FloatingPt, false);
87 
88  registerFmt(GL_R32I, GL_RED_INTEGER, GL_INT, 32, 0, 0, 0, SignedInt, false);
89  registerFmt(GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, 32, 0, 0, 0, UnsignedInt, false);
90  registerFmt(GL_R32F, GL_RED, GL_FLOAT, 32, 0, 0, 0, FloatingPt, false);
91 
92  // dual channel formats
93  registerFmt(GL_RG8, GL_RG, GL_UNSIGNED_BYTE, 8, 8, 0, 0, UnsignedInt, true);
94  registerFmt(GL_RG8_SNORM, GL_RG, GL_BYTE, 8, 8, 0, 0, SignedInt, true);
95  registerFmt(GL_RG8I, GL_RG_INTEGER, GL_BYTE, 8, 8, 0, 0, SignedInt, false);
96  registerFmt(GL_RG8UI, GL_RG_INTEGER, GL_UNSIGNED_BYTE, 8, 8, 0, 0, UnsignedInt, false);
97 
98  registerFmt(GL_RG16, GL_RG, GL_UNSIGNED_SHORT, 16, 16, 0, 0, UnsignedInt, true);
99  registerFmt(GL_RG16I, GL_RG_INTEGER, GL_SHORT, 16, 16, 0, 0, SignedInt, false);
100  registerFmt(GL_RG16UI, GL_RG_INTEGER, GL_UNSIGNED_SHORT, 16, 16, 0, 0, UnsignedInt, false);
101  registerFmt(GL_RG16F, GL_RG, GL_HALF_FLOAT, 16, 16, 0, 0, FloatingPt, false);
102 
103  registerFmt(GL_RG32I, GL_RG_INTEGER, GL_INT, 32, 32, 0, 0, SignedInt, false);
104  registerFmt(GL_RG32UI, GL_RG_INTEGER, GL_UNSIGNED_INT, 32, 32, 0, 0, UnsignedInt, false);
105  registerFmt(GL_RG32F, GL_RG, GL_FLOAT, 32, 32, 0, 0, FloatingPt, false);
106 
107 
108  // triple channel
109  registerFmt(GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE, 8, 8, 8, 0, UnsignedInt, true);
110  registerFmt(GL_RGB8_SNORM, GL_RGB, GL_BYTE, 8, 8, 8, 0, SignedInt, true);
111  registerFmt(GL_RGB16F, GL_RGB, GL_HALF_FLOAT, 16, 16, 16, 0, FloatingPt, false);
112  registerFmt(GL_RGB32F, GL_RGB, GL_FLOAT, 32, 32, 32, 0, FloatingPt, false);
113 
114  // quad channel
115  registerFmt(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, 8, 8, 8, 8, UnsignedInt, true);
116  registerFmt(GL_RGBA8_SNORM, GL_RGBA, GL_BYTE, 8, 8, 8, 8, SignedInt, true);
117 
118  registerFmt(GL_RGBA16I, GL_RGBA_INTEGER, GL_SHORT, 16, 16, 16, 16, SignedInt, false);
119  registerFmt(GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, 16, 16, 16, 16, UnsignedInt, false);
120  registerFmt(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, 16, 16, 16, 16, FloatingPt, false);
121 
122  registerFmt(GL_RGBA32I, GL_RGBA_INTEGER, GL_INT, 32, 32, 32, 32, SignedInt, false);
123  registerFmt(GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT, 32, 32, 32, 32, UnsignedInt, false);
124  registerFmt(GL_RGBA32F, GL_RGBA, GL_FLOAT, 32, 32, 32, 32, FloatingPt, false);
125 #endif // GL_VERSION_3_0
126 
127  // depth
128  registerFmt(GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 24, 0, 0, 0, UnsignedInt, false);
129  registerFmt(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 16, 0, 0, 0, UnsignedInt, false);
130 #ifdef GL_ARB_depth_buffer_float
131  registerFmt(GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, 32, 0, 0, 0, FloatingPt, false);
132  registerFmt(GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 32, 8, -24, 0, FloatingPt, false);
133 #endif // GL_ARB_depth_buffer_float
134 
135 #ifdef GL_ARB_texture_stencil8
136  registerFmt(GL_STENCIL_INDEX8, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, 8, 0, 0, 0, UnsignedInt, false);
137 #endif // GL_ARB_texture_stencil8
138  }
139 
140  std::map<GLenum, GLFormatInfo>::iterator f = formatMap_.find(_internalFormat);
141 
142  if (f != formatMap_.end())
143  *this = f->second;
144  else
145  {
146  // need to register new format
147  std::cout << "GLFormatInfo: unknown internalFormat " << _internalFormat << std::endl;
148  }
149 }
150 
151 GLFormatInfo::GLFormatInfo( GLenum _intfmt, GLenum _fmt, GLenum _type, int _r, int _g, int _b, int _a, BaseType _bt, bool _nrm )
152  : internalFormat_(_intfmt), format_(_fmt), type_(_type),
153  channelCount_(0), bpp_(0), baseType_(_bt), normalized_(_nrm)
154 {
155  // negative channel bits indicate unused channel of size abs(bits)
156  // it's assumed that the unused bits are just padding bits appended to the end
157 
158  channelBits_[0] = std::max(_r, 0);
159  channelBits_[1] = std::max(_g, 0);
160  channelBits_[2] = std::max(_b, 0);
161  channelBits_[3] = std::max(_a, 0);
162  sizedName_[0] = 0;
163 
164  if (_r > 0) ++channelCount_;
165  if (_g > 0) ++channelCount_;
166  if (_b > 0) ++channelCount_;
167  if (_a > 0) ++channelCount_;
168 
169  bpp_ = std::abs(_r) + std::abs(_g) + std::abs(_b) + std::abs(_a);
170 
171  if (channelCount_ >= 1 && channelCount_ <= 4)
172  {
173  switch (_intfmt)
174  {
175  case GL_DEPTH_STENCIL: strcpy(sizedName_, "GL_DEPTH_STENCIL"); break;
176  case GL_DEPTH_COMPONENT: strcpy(sizedName_, "GL_DEPTH_COMPONENT"); break;
177  case GL_DEPTH_COMPONENT32: strcpy(sizedName_, "GL_DEPTH_COMPONENT32"); break;
178 
179  default:
180  {
181  // construct sized format string
182  QString strfmt = "GL_R";
183 
184  if (channelCount_ > 1)
185  strfmt += "G";
186  if (channelCount_ > 2)
187  strfmt += "B";
188  if (channelCount_ > 3)
189  strfmt += "A";
190 
191  strfmt += QString ("%1").arg(channelBits_[0]);
192 
193  if (isNormalized())
194  {
195  if (isInt())
196  strfmt += "_SNORM";
197  }
198  else
199  {
200  if (isFloat())
201  strfmt += "F";
202  else if (isInt())
203  strfmt += "I";
204  else if (isUint())
205  strfmt += "UI";
206  }
207 
208  int len = std::min(strfmt.length(), 31);
209 
210  for (int i = 0; i < len; ++i)
211  sizedName_[i] = strfmt.at(i).toLatin1();
212  sizedName_[len] = 0;
213  } break;
214  }
215  }
216 }
217 
218 GLFormatInfo::GLFormatInfo()
219  : internalFormat_(GL_NONE), format_(GL_NONE), type_(GL_NONE),
220  channelCount_(0), bpp_(0), baseType_(UnsignedInt), normalized_(true)
221 {
222  channelBits_[0] =
223  channelBits_[1] =
224  channelBits_[2] =
225  channelBits_[3] = 0;
226  sizedName_[0] = 0;
227 }
228 
229 GLFormatInfo::~GLFormatInfo()
230 {
231 }
232 
233 void GLFormatInfo::registerFmt( GLenum _intfmt, GLenum _fmt, GLenum _type, int _r, int _g, int _b, int _a, BaseType _bt, bool _nrm )
234 {
235  formatMap_[_intfmt] = GLFormatInfo(_intfmt, _fmt, _type, _r, _g, _b, _a, _bt, _nrm);
236 }
237 
238 
239 } /* namespace ACG */
Namespace providing different geometric functions concerning angles.