TextureDataStruct.h
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#ifndef TEXTURE_DATA_STRUCT_H
#define TEXTURE_DATA_STRUCT_H
#include "rts_glTextureMap.h"
#include "rtsFilename.h"
struct TextureData
{
//character name of the texture for the shader
string Name;
//RTS variable for the texture map (takes care of texture management)
rts_glTextureMap Texture;
//file information
rtsFilename Filename;
//image size
int sX, sY;
int components;
//format of the incoming data
int ExternalComponents;
GLuint ExternalDatatype;
//format of the data on the GPU
int InternalComponents;
GLuint InternalDatatype;
int Normalized;
GLuint getInternalFormat()
{
switch(InternalComponents)
{
case 1:
if(InternalDatatype == GL_FLOAT)
return GL_LUMINANCE32F_ARB;
if(InternalDatatype == GL_UNSIGNED_BYTE && !Normalized)
return GL_R8;
if(InternalDatatype == GL_UNSIGNED_BYTE && Normalized)
return GL_R8_SNORM;
if(InternalDatatype == GL_SHORT && !Normalized)
return GL_R16;
if(InternalDatatype == GL_SHORT && Normalized)
return GL_R16_SNORM;
break;
case 2:
break;
case 3:
if(InternalDatatype == GL_FLOAT)
return GL_RGB32F;
if(InternalDatatype == GL_UNSIGNED_BYTE && !Normalized)
return GL_RGB8;
if(InternalDatatype == GL_UNSIGNED_BYTE && Normalized)
return GL_RGB8_SNORM;
if(InternalDatatype == GL_SHORT && !Normalized)
return GL_RGB16;
if(InternalDatatype == GL_SHORT && Normalized)
return GL_RGB16_SNORM;
break;
case 4:
if(InternalDatatype == GL_FLOAT)
return GL_RGBA32F;
if(InternalDatatype == GL_UNSIGNED_BYTE && !Normalized)
return GL_RGBA8;
if(InternalDatatype == GL_UNSIGNED_BYTE && Normalized)
return GL_RGBA8_SNORM;
if(InternalDatatype == GL_SHORT && !Normalized)
return GL_RGBA16;
if(InternalDatatype == GL_SHORT && Normalized)
return GL_RGBA16_SNORM;
break;
default:
break;
}
cout<<"Error getting internal format."<<endl;
return GL_LUMINANCE;
}
GLuint getExternalFormat()
{
switch(ExternalComponents)
{
case 1:
return GL_LUMINANCE;
break;
case 2:
return GL_LUMINANCE_ALPHA;
break;
case 3:
return GL_RGB;
break;
case 4:
return GL_RGBA;
break;
default:
break;
}
return GL_LUMINANCE;
}
};
#endif