/* 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 3 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, see . * */ #include "common/scummsys.h" #if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS) #include "freescape/gfx_opengl_texture.h" #include "graphics/opengl/context.h" namespace Freescape { // From Bit Twiddling Hacks static uint32 upperPowerOfTwo(uint32 v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } OpenGLTexture::OpenGLTexture() : _internalFormat(0), _sourceFormat(0), _internalWidth(0), _internalHeight(0), _upsideDown(false) { glGenTextures(1, &_id); } OpenGLTexture::OpenGLTexture(const Graphics::Surface *surface) { _width = surface->w; _height = surface->h; _format = surface->format; _upsideDown = false; // Pad the textures if non power of two support is unavailable if (OpenGLContext.NPOTSupported) { _internalHeight = _height; _internalWidth = _width; } else { _internalHeight = upperPowerOfTwo(_height); _internalWidth = upperPowerOfTwo(_width); } if (_format.bytesPerPixel == 4) { assert(surface->format == getRGBAPixelFormat()); _format = surface->format; _internalFormat = GL_RGBA; _sourceFormat = GL_UNSIGNED_BYTE; } else if (_format.bytesPerPixel == 2) { _internalFormat = GL_RGB; _sourceFormat = GL_UNSIGNED_SHORT_5_6_5; } else error("Unknown pixel format"); glGenTextures(1, &_id); glBindTexture(GL_TEXTURE_2D, _id); glTexImage2D(GL_TEXTURE_2D, 0, _internalFormat, _internalWidth, _internalHeight, 0, _internalFormat, _sourceFormat, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // TODO: If non power of two textures are unavailable this clamping // has no effect on the padded sides (resulting in white lines on the edges) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); update(surface); } OpenGLTexture::~OpenGLTexture() { glDeleteTextures(1, &_id); } void OpenGLTexture::update(const Graphics::Surface *surface) { updatePartial(surface, Common::Rect(surface->w, surface->h)); } void OpenGLTexture::updateTexture(const Graphics::Surface *surface, const Common::Rect &rect) { assert(surface->format == _format); glBindTexture(GL_TEXTURE_2D, _id); glTexImage2D(GL_TEXTURE_2D, 0, _internalFormat, surface->w, surface->h, 0, _internalFormat, _sourceFormat, const_cast(surface->getPixels())); } void OpenGLTexture::updatePartial(const Graphics::Surface *surface, const Common::Rect &rect) { updateTexture(surface, rect); } } // End of namespace Freescape #endif