/* 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 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