mirror of
https://github.com/libretro/scummvm.git
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9414d7a6e2
Some backends may break as I only compiled SDL
110 lines
2.6 KiB
C++
110 lines
2.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifdef WIN32
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#if defined(ARRAYSIZE) && !defined(_WINDOWS_)
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#undef ARRAYSIZE
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#endif
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#undef ARRAYSIZE
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#endif
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#if defined(USE_GLES)
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#include <GLES/gl.h>
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#elif defined(SDL_BACKEND)
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#include <SDL_opengl.h>
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#else
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#include <GL/gl.h>
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#endif
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#include "graphics/surface.h"
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/**
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* OpenGL texture manager class
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*/
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class GLTexture {
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public:
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/**
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* Initialize OpenGL Extensions
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*/
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static void initGLExtensions();
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GLTexture(byte bpp, GLenum internalFormat, GLenum format, GLenum type);
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virtual ~GLTexture();
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/**
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* Refresh the texture after a context change. The
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* process will be completed on next allocBuffer call.
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*/
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virtual void refresh();
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/**
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* Allocates memory needed for the given size.
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*/
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virtual void allocBuffer(GLuint width, GLuint height);
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/**
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* Updates the texture pixels.
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*/
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virtual void updateBuffer(const void *buf, int pitch, GLuint x, GLuint y,
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GLuint w, GLuint h);
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/**
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* Draws the texture to the screen buffer.
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*/
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virtual void drawTexture(GLshort x, GLshort y, GLshort w, GLshort h);
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/**
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* Get the texture width.
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*/
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GLuint getWidth() const { return _realWidth; }
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/**
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* Get the texture height.
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*/
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GLuint getHeight() const { return _realHeight; }
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/**
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* Set the texture filter.
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* @filter the filter type, GL_NEAREST or GL_LINEAR
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*/
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void setFilter(GLint filter) { _filter = filter; }
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protected:
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const byte _bytesPerPixel;
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const GLenum _internalFormat;
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const GLenum _glFormat;
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const GLenum _glType;
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GLuint _realWidth;
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GLuint _realHeight;
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GLuint _textureName;
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GLuint _textureWidth;
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GLuint _textureHeight;
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GLint _filter;
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bool _refresh;
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};
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