Example usage for org.lwjgl.opengl ARBDepthBufferFloat GL_DEPTH_COMPONENT32F

List of usage examples for org.lwjgl.opengl ARBDepthBufferFloat GL_DEPTH_COMPONENT32F

Introduction

In this page you can find the example usage for org.lwjgl.opengl ARBDepthBufferFloat GL_DEPTH_COMPONENT32F.

Prototype

int GL_DEPTH_COMPONENT32F

To view the source code for org.lwjgl.opengl ARBDepthBufferFloat GL_DEPTH_COMPONENT32F.

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Document

Accepted by the internalformat parameter of TexImage1D, TexImage2D, TexImage3D, CopyTexImage1D, CopyTexImage2D, and RenderbufferStorageEXT, and returned in the data parameter of GetTexLevelParameter and GetRenderbufferParameterivEXT.

Usage

From source file:com.ardor3d.scene.state.lwjgl.util.LwjglTextureUtil.java

License:Open Source License

public static int getGLInternalFormat(final TextureStoreFormat format) {
    switch (format) {
    // first some frequently used formats
    case RGBA8://from w ww  .  j  av  a2 s . c  o  m
        return GL11.GL_RGBA8;
    case RGB8:
        return GL11.GL_RGB8;
    case Alpha8:
        return GL11.GL_ALPHA8;
    case CompressedRGBA:
        return ARBTextureCompression.GL_COMPRESSED_RGBA_ARB;
    case CompressedRGB:
        return ARBTextureCompression.GL_COMPRESSED_RGB_ARB;
    case CompressedRG:
        return GL30.GL_COMPRESSED_RG;
    case CompressedRed:
        return GL30.GL_COMPRESSED_RED;
    case CompressedLuminance:
        return ARBTextureCompression.GL_COMPRESSED_LUMINANCE_ARB;
    case CompressedLuminanceAlpha:
        return ARBTextureCompression.GL_COMPRESSED_LUMINANCE_ALPHA_ARB;
    case NativeDXT1:
        return EXTTextureCompressionS3TC.GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
    case NativeDXT1A:
        return EXTTextureCompressionS3TC.GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
    case NativeDXT3:
        return EXTTextureCompressionS3TC.GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
    case NativeDXT5:
        return EXTTextureCompressionS3TC.GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
    case NativeLATC_L:
        return EXTTextureCompressionLATC.GL_COMPRESSED_LUMINANCE_LATC1_EXT;
    case NativeLATC_LA:
        return EXTTextureCompressionLATC.GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;

    // The rest...
    case Alpha4:
        return GL11.GL_ALPHA4;
    case Alpha12:
        return GL11.GL_ALPHA12;
    case Alpha16:
        return GL11.GL_ALPHA16;
    case Luminance4:
        return GL11.GL_LUMINANCE4;
    case Luminance8:
        return GL11.GL_LUMINANCE8;
    case Luminance12:
        return GL11.GL_LUMINANCE12;
    case Luminance16:
        return GL11.GL_LUMINANCE16;
    case Intensity4:
        return GL11.GL_INTENSITY4;
    case Intensity8:
        return GL11.GL_INTENSITY8;
    case Intensity12:
        return GL11.GL_INTENSITY12;
    case Intensity16:
        return GL11.GL_INTENSITY16;
    case Luminance4Alpha4:
        return GL11.GL_LUMINANCE4_ALPHA4;
    case Luminance6Alpha2:
        return GL11.GL_LUMINANCE6_ALPHA2;
    case Luminance8Alpha8:
        return GL11.GL_LUMINANCE8_ALPHA8;
    case Luminance12Alpha4:
        return GL11.GL_LUMINANCE12_ALPHA4;
    case Luminance12Alpha12:
        return GL11.GL_LUMINANCE12_ALPHA12;
    case Luminance16Alpha16:
        return GL11.GL_LUMINANCE16_ALPHA16;
    case R3G3B2:
        return GL11.GL_R3_G3_B2;
    case RGB4:
        return GL11.GL_RGB4;
    case RGB5:
        return GL11.GL_RGB5;
    case RGB10:
        return GL11.GL_RGB10;
    case RGB12:
        return GL11.GL_RGB12;
    case RGB16:
        return GL11.GL_RGB16;
    case RGBA2:
        return GL11.GL_RGBA2;
    case RGBA4:
        return GL11.GL_RGBA4;
    case RGB5A1:
        return GL11.GL_RGB5_A1;
    case RGB10A2:
        return GL11.GL_RGB10_A2;
    case RGBA12:
        return GL11.GL_RGBA12;
    case RGBA16:
        return GL11.GL_RGBA16;
    case Depth:
        return GL11.GL_DEPTH_COMPONENT;
    case Depth16:
        return ARBDepthTexture.GL_DEPTH_COMPONENT16_ARB;
    case Depth24:
        return ARBDepthTexture.GL_DEPTH_COMPONENT24_ARB;
    case Depth32:
        return ARBDepthTexture.GL_DEPTH_COMPONENT32_ARB;
    case Depth32F:
        return ARBDepthBufferFloat.GL_DEPTH_COMPONENT32F;
    case RGB16F:
        return ARBTextureFloat.GL_RGB16F_ARB;
    case RGB32F:
        return ARBTextureFloat.GL_RGB32F_ARB;
    case RGBA16F:
        return ARBTextureFloat.GL_RGBA16F_ARB;
    case RGBA32F:
        return ARBTextureFloat.GL_RGBA32F_ARB;
    case Alpha16F:
        return ARBTextureFloat.GL_ALPHA16F_ARB;
    case Alpha32F:
        return ARBTextureFloat.GL_ALPHA32F_ARB;
    case Luminance16F:
        return ARBTextureFloat.GL_LUMINANCE16F_ARB;
    case Luminance32F:
        return ARBTextureFloat.GL_LUMINANCE32F_ARB;
    case LuminanceAlpha16F:
        return ARBTextureFloat.GL_LUMINANCE_ALPHA16F_ARB;
    case LuminanceAlpha32F:
        return ARBTextureFloat.GL_LUMINANCE_ALPHA32F_ARB;
    case Intensity16F:
        return ARBTextureFloat.GL_INTENSITY16F_ARB;
    case Intensity32F:
        return ARBTextureFloat.GL_INTENSITY32F_ARB;
    case R8:
        return ARBTextureRg.GL_R8;
    case R16:
        return ARBTextureRg.GL_R16;
    case RG8:
        return ARBTextureRg.GL_RG8;
    case RG16:
        return ARBTextureRg.GL_RG16;
    case R16F:
        return ARBTextureRg.GL_R16F;
    case R32F:
        return ARBTextureRg.GL_R32F;
    case RG16F:
        return ARBTextureRg.GL_RG16F;
    case RG32F:
        return ARBTextureRg.GL_RG32F;
    case R8I:
        return ARBTextureRg.GL_R8I;
    case R8UI:
        return ARBTextureRg.GL_R8UI;
    case R16I:
        return ARBTextureRg.GL_R16I;
    case R16UI:
        return ARBTextureRg.GL_R16UI;
    case R32I:
        return ARBTextureRg.GL_R32I;
    case R32UI:
        return ARBTextureRg.GL_R32UI;
    case RG8I:
        return ARBTextureRg.GL_RG8I;
    case RG8UI:
        return ARBTextureRg.GL_RG8UI;
    case RG16I:
        return ARBTextureRg.GL_RG16I;
    case RG16UI:
        return ARBTextureRg.GL_RG16UI;
    case RG32I:
        return ARBTextureRg.GL_RG32I;
    case RG32UI:
        return ARBTextureRg.GL_RG32UI;
    default:
        break;
    }
    throw new IllegalArgumentException("Incorrect format set: " + format);
}