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- #include <iostream>
- #include "wrapper/TextureFormat.h"
- TextureFormat::TextureFormat(GLint internalformat, GLenum format, GLenum type, bool depth) :
- internalformat(internalformat), format(format), type(type), depth(depth) {
- }
- TextureFormat TextureFormat::color8(int channels) {
- switch(channels) {
- case 1: return TextureFormat(GL_RED, GL_RED, GL_UNSIGNED_BYTE);
- case 2: return TextureFormat(GL_RG, GL_RG, GL_UNSIGNED_BYTE);
- case 3: return TextureFormat(GL_RGB, GL_RGB, GL_UNSIGNED_BYTE);
- case 4: return TextureFormat(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
- }
- std::cout << channels << " is not a valid amount of channels\n";
- return TextureFormat(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
- }
- TextureFormat TextureFormat::float16(int channels) {
- switch(channels) {
- case 1: return TextureFormat(GL_R16F, GL_RED, GL_FLOAT);
- case 2: return TextureFormat(GL_RG16F, GL_RG, GL_FLOAT);
- case 3: return TextureFormat(GL_RGB16F, GL_RGB, GL_FLOAT);
- case 4: return TextureFormat(GL_RGBA16F, GL_RGBA, GL_FLOAT);
- }
- std::cout << channels << " is not a valid amount of channels\n";
- return TextureFormat(GL_RGBA16F, GL_RGBA, GL_FLOAT);
- }
- TextureFormat TextureFormat::float32(int channels) {
- switch(channels) {
- case 1: return TextureFormat(GL_R32F, GL_RED, GL_FLOAT);
- case 2: return TextureFormat(GL_RG32F, GL_RG, GL_FLOAT);
- case 3: return TextureFormat(GL_RGB32F, GL_RGB, GL_FLOAT);
- case 4: return TextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT);
- }
- std::cout << channels << " is not a valid amount of channels\n";
- return TextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT);
- }
- TextureFormat TextureFormat::depth16() {
- return TextureFormat(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_FLOAT, true);
- }
- TextureFormat TextureFormat::depth32() {
- return TextureFormat(GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT, true);
- }
- TextureFormat TextureFormat::unknown() {
- return TextureFormat(-1, -1, -1, false);
- }
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