scummvm/backends/graphics/opengl/gltexture.h
Ori Avtalion 9414d7a6e2 JANITORIAL: Reduce header dependencies in shared code
Some backends may break as I only compiled SDL
2011-04-28 15:08:58 +03:00

110 lines
2.6 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM 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.
*
* $URL$
* $Id$
*
*/
#ifdef WIN32
#if defined(ARRAYSIZE) && !defined(_WINDOWS_)
#undef ARRAYSIZE
#endif
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#undef ARRAYSIZE
#endif
#if defined(USE_GLES)
#include <GLES/gl.h>
#elif defined(SDL_BACKEND)
#include <SDL_opengl.h>
#else
#include <GL/gl.h>
#endif
#include "graphics/surface.h"
/**
* OpenGL texture manager class
*/
class GLTexture {
public:
/**
* Initialize OpenGL Extensions
*/
static void initGLExtensions();
GLTexture(byte bpp, GLenum internalFormat, GLenum format, GLenum type);
virtual ~GLTexture();
/**
* Refresh the texture after a context change. The
* process will be completed on next allocBuffer call.
*/
virtual void refresh();
/**
* Allocates memory needed for the given size.
*/
virtual void allocBuffer(GLuint width, GLuint height);
/**
* Updates the texture pixels.
*/
virtual void updateBuffer(const void *buf, int pitch, GLuint x, GLuint y,
GLuint w, GLuint h);
/**
* Draws the texture to the screen buffer.
*/
virtual void drawTexture(GLshort x, GLshort y, GLshort w, GLshort h);
/**
* Get the texture width.
*/
GLuint getWidth() const { return _realWidth; }
/**
* Get the texture height.
*/
GLuint getHeight() const { return _realHeight; }
/**
* Set the texture filter.
* @filter the filter type, GL_NEAREST or GL_LINEAR
*/
void setFilter(GLint filter) { _filter = filter; }
protected:
const byte _bytesPerPixel;
const GLenum _internalFormat;
const GLenum _glFormat;
const GLenum _glType;
GLuint _realWidth;
GLuint _realHeight;
GLuint _textureName;
GLuint _textureWidth;
GLuint _textureHeight;
GLint _filter;
bool _refresh;
};