MYST3: Move OpenGLTexture into separate file

This commit is contained in:
Dries Harnie 2014-01-31 00:08:49 +01:00 committed by Dries Harnie
parent 522ef90830
commit f5549e86a1
5 changed files with 139 additions and 148 deletions

View file

@ -27,6 +27,7 @@
#endif
#include "engines/myst3/gfx.h"
#include "engines/myst3/gfx_opengl_texture.h"
#include "common/rect.h"
#include "common/textconsole.h"
@ -38,88 +39,8 @@
#include "math/vector2d.h"
#ifdef SDL_BACKEND
#include <SDL_opengl.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
namespace Myst3 {
class OpenGLTexture : public Texture {
public:
OpenGLTexture(const Graphics::Surface *surface, bool nonPoTSupport);
virtual ~OpenGLTexture();
void update(const Graphics::Surface *surface);
GLuint id;
GLuint internalFormat;
GLuint sourceFormat;
uint32 internalWidth;
uint32 internalHeight;
};
// 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(const Graphics::Surface *surface, bool nonPoTSupport) {
width = surface->w;
height = surface->h;
format = surface->format;
// Pad the textures if non power of two support is unavailable
if (nonPoTSupport) {
internalHeight = height;
internalWidth = width;
} else {
internalHeight = upperPowerOfTwo(height);
internalWidth = upperPowerOfTwo(width);
}
if (format.bytesPerPixel == 4) {
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, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 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) {
glBindTexture(GL_TEXTURE_2D, id);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, surface->w, surface->h, internalFormat, sourceFormat, surface->getPixels());
}
Renderer::Renderer(OSystem *system) :
_system(system),
_font(0),