#include "utilities/GLUtilities.h" #include #define translateString(expectedString) \ if (!strcmp(string, #expectedString)) { \ *outResult = expectedString; \ return true; \ } bool stringToGLConstant(const char * string, GLenum * outResult) { translateString(GL_ALPHA); translateString(GL_LUMINANCE); translateString(GL_LUMINANCE_ALPHA); translateString(GL_RGB); translateString(GL_RGBA); translateString(GL_NEAREST); translateString(GL_LINEAR); translateString(GL_NEAREST_MIPMAP_NEAREST); translateString(GL_LINEAR_MIPMAP_NEAREST); translateString(GL_NEAREST_MIPMAP_LINEAR); translateString(GL_LINEAR_MIPMAP_LINEAR); translateString(GL_CLAMP_TO_EDGE); translateString(GL_REPEAT); translateString(GL_POINTS); translateString(GL_LINE_STRIP); translateString(GL_LINE_LOOP); translateString(GL_LINES); translateString(GL_TRIANGLE_STRIP); translateString(GL_TRIANGLE_FAN); translateString(GL_TRIANGLES); #if !TARGET_OPENGL_ES translateString(GL_ALPHA4); translateString(GL_ALPHA8); translateString(GL_ALPHA12); translateString(GL_ALPHA16); translateString(GL_LUMINANCE4); translateString(GL_LUMINANCE8); translateString(GL_LUMINANCE12); translateString(GL_LUMINANCE16); translateString(GL_LUMINANCE4_ALPHA4); translateString(GL_LUMINANCE6_ALPHA2); translateString(GL_LUMINANCE8_ALPHA8); translateString(GL_LUMINANCE12_ALPHA4); translateString(GL_LUMINANCE12_ALPHA12); translateString(GL_LUMINANCE16_ALPHA16); translateString(GL_INTENSITY); translateString(GL_INTENSITY4); translateString(GL_INTENSITY8); translateString(GL_INTENSITY12); translateString(GL_INTENSITY16); translateString(GL_R3_G3_B2); translateString(GL_RGB4); translateString(GL_RGB5); translateString(GL_RGB8); translateString(GL_RGB10); translateString(GL_RGB12); translateString(GL_RGB16); translateString(GL_RGBA2); translateString(GL_RGBA4); translateString(GL_RGB5_A1); translateString(GL_RGBA8); translateString(GL_RGB10_A2); translateString(GL_RGBA12); translateString(GL_RGBA16); translateString(GL_CLAMP); translateString(GL_QUAD_STRIP); translateString(GL_QUADS); translateString(GL_POLYGON); #endif return false; }