scummvm/graphics/opengl/texture.cpp

84 lines
2.8 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/textconsole.h"
#if defined(USE_OPENGL)
#include "graphics/opengl/texture.h"
namespace Graphics {
template<class T>
static T nextHigher2(T k) {
if (k == 0)
return 1;
--k;
for (uint i = 1; i < sizeof(T) * 8; i <<= 1)
k = k | k >> i;
return k + 1;
}
Texture::Texture(const Surface &srf) :
_managedTexture(true), _width(srf.w), _height(srf.h),
_texWidth(nextHigher2(_width)), _texHeight(nextHigher2(_height)) {
glGenTextures(1, &_texture);
glBindTexture(GL_TEXTURE_2D, _texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// FIXME: what if buffer is not RGBA?
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _texWidth, _texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _width, _height, GL_RGBA, GL_UNSIGNED_BYTE, srf.getPixels());
}
Texture::Texture(uint width, uint height) :
_managedTexture(true), _width(width), _height(height),
_texWidth(nextHigher2(width)), _texHeight(nextHigher2(height)) {
glGenTextures(1, &_texture);
glBindTexture(GL_TEXTURE_2D, _texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _texWidth, _texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
}
Texture::Texture(GLuint texture_name, uint width, uint height, uint texture_width, uint texture_height) :
_managedTexture(false), _texture(texture_name), _width(width), _height(height),
_texWidth(texture_width), _texHeight(texture_height) {
}
Texture::~Texture() {
if (_managedTexture) {
glDeleteTextures(1, &_texture);
}
}
}
#endif