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  gl constants <-> string mappings  (Read 1345 times)
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Offline anarchotron

Junior Member




...precious bodily fluids.


« Posted 2005-09-11 08:00:34 »

Does LWJGL have a mapping from gl constants to string representations of those constants?  E.g. I need to convert "GL_TEXTURE" to GL_TEXTURE and so on, and vice-versa.  I don't see anything like this but I thought I'd check.
Offline princec
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« Reply #1 - Posted 2005-09-11 14:53:43 »

Nope, it's beyond the remit of LWJGL, but fortunately I have a thingy to do it for me in SPGL Smiley

Cas Smiley

Offline Riven
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« Reply #2 - Posted 2005-09-11 15:13:00 »

Using reflection it's a piece of cake.

If you have to do it often, you can cache the results in a HashMap.



But you shouldn't do it often for obvious reasons... Smiley

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Offline princec
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« Reply #3 - Posted 2005-09-11 16:52:23 »

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   /** A map of constant names to values */   
   private static final HashMap glConstantsMap = new HashMap(513, 1.0f);
   
   static {
      loadGLConstants();
   }

   /**
    * Decode a gl string constant
    */

   public static int decode(String glstring) throws OpenGLException {
      Integer i = (Integer) glConstantsMap.get(glstring.toUpperCase());
      if (i == null)
         throw new OpenGLException(glstring+" is not a recognised GL constant");
      else
         return i.intValue();      
   }
   
   /**
    * Recode a gl constant back into a string
    */

   public static String recode(int code) {
      for (Iterator i = glConstantsMap.keySet().iterator(); i.hasNext(); ) {
         String s = (String) i.next();
         Integer n = (Integer) glConstantsMap.get(s);
         if (n.intValue() == code)
            return s;
      }
      throw new OpenGLException(code+" is not a known GL code");
   }
   private static void loadGLConstants(Class intf) {
      Field[] field = intf.getFields();
      for (int i = 0; i < field.length; i ++) {
         try {
            if (Modifier.isStatic(field[i].getModifiers()) && Modifier.isPublic(field[i].getModifiers()) && Modifier.isFinal(field[i].getModifiers()) && field[i].getType().equals(int.class))
               glConstantsMap.put(field[i].getName(), new Integer(field[i].getInt(null)));
         } catch (Exception e) {
         }
      }
   }

   /**
    * Reads all the constant enumerations from this class and stores them
    * so we can decode them from strings.
    * @see #decode()
    * @see #recode()
    */

   private static void loadGLConstants() {
      Class[] classes = new Class[] {
         GL11.class,
         GL12.class,
         GL13.class,
         GL14.class,
         GL15.class,
         ARBMultitexture.class,
         ARBTextureCubeMap.class,
         ARBDepthTexture.class,
         ARBFragmentProgram.class,
         ARBMatrixPalette.class,
         ARBMultisample.class,
         ARBPointParameters.class,
         ARBShadow.class,
         ARBShadowAmbient.class,
         ARBTextureBorderClamp.class,
         ARBTextureCompression.class,
         ARBTextureEnvCombine.class,
         ARBTextureEnvDot3.class,
         ARBTextureMirroredRepeat.class,
         ARBTransposeMatrix.class,
         ARBVertexBlend.class,
         ARBVertexBufferObject.class,
         ARBVertexProgram.class,
         ARBWindowPos.class,
         EXTDrawRangeElements.class,
         EXTAbgr.class,
         EXTBgra.class,
         EXTBlendFuncSeparate.class,
         EXTBlendSubtract.class,
         EXTCompiledVertexArray.class,
         EXTFogCoord.class,
         EXTMultiDrawArrays.class,
         EXTPackedPixels.class,
         EXTPointParameters.class,
         EXTRescaleNormal.class,
         EXTSecondaryColor.class,
         EXTSeparateSpecularColor.class,
         EXTSharedTexturePalette.class,
         EXTStencilTwoSide.class,
         EXTStencilWrap.class,
         EXTTextureCompressionS3TC.class,
         EXTTextureEnvCombine.class,
         EXTTextureEnvDot3.class,
         EXTTextureFilterAnisotropic.class,
         EXTTextureLODBias.class,
         EXTVertexShader.class,
         EXTVertexWeighting.class,
         ATIElementArray.class,
         ATIEnvmapBumpmap.class,
         ATIFragmentShader.class,
         ATIPnTriangles.class,
         ATISeparateStencil.class,
         ATITextureMirrorOnce.class,
         ATIVertexArrayObject.class,
         ATIVertexStreams.class,
         NVCopyDepthToColor.class,
         NVDepthClamp.class,
         NVEvaluators.class,
         NVFence.class,
         NVFogDistance.class,
         NVLightMaxExponent.class,
         NVOcclusionQuery.class,
         NVPackedDepthStencil.class,
         NVPointSprite.class,
         NVRegisterCombiners.class,
         NVRegisterCombiners2.class,
         NVTexgenReflection.class,
         NVTextureEnvCombine4.class,
         NVTextureRectangle.class,
         NVTextureShader.class,
         NVTextureShader2.class,
         NVTextureShader3.class,
         NVVertexArrayRange.class,
         NVVertexArrayRange2.class,
         NVVertexProgram.class
      };
      for (int i = 0; i < classes.length; i ++) {
         loadGLConstants(classes[i]);
      }
   }


Cas Smiley


Offline Riven
« League of Dukes »

JGO Overlord


Medals: 439
Projects: 4


Hand over your head.


« Reply #4 - Posted 2005-09-11 20:55:10 »

recode(..) would be much faster if it used a HashMap with the keys/values of the glConstantsMap flipped. Smiley

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings
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Offline princec
« League of Dukes »

JGO Kernel


Medals: 196
Projects: 3


Eh? Who? What? ... Me?


« Reply #5 - Posted 2005-09-11 23:52:55 »

Well, it might be, except that I only use that method during development to read XML files in...

Cas Smiley

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