/* 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 AUTHORS * 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 "engines/myst3/gfx_tinygl_texture.h" #include "graphics/tinygl/zblit.h" namespace Myst3 { // 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; } TinyGLTexture::TinyGLTexture(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 = TGL_RGBA; sourceFormat = TGL_UNSIGNED_BYTE; } else if (format.bytesPerPixel == 2) { internalFormat = TGL_RGB; sourceFormat = TGL_UNSIGNED_BYTE; // UNSIGNED_SHORT_5_6_5 not provided } else error("Unknown pixel format"); tglGenTextures(1, &id); tglBindTexture(TGL_TEXTURE_2D, id); tglTexImage2D(TGL_TEXTURE_2D, 0, internalFormat, internalWidth, internalHeight, 0, internalFormat, sourceFormat, 0); tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_LINEAR); tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_LINEAR); // NOTE: TinyGL doesn't have issues with white lines so doesn't need use TGL_CLAMP_TO_EDGE tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_S, TGL_REPEAT); tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_T, TGL_REPEAT); _blitImage = Graphics::tglGenBlitImage(); update(surface); } TinyGLTexture::~TinyGLTexture() { tglDeleteTextures(1, &id); tglDeleteBlitImage(_blitImage); } void TinyGLTexture::update(const Graphics::Surface *surface) { tglBindTexture(TGL_TEXTURE_2D, id); tglTexImage2D(TGL_TEXTURE_2D, 0, internalFormat, internalWidth, internalHeight, 0, internalFormat, sourceFormat, const_cast(surface->getPixels())); // TESTME: Not sure if it works. Graphics::tglUploadBlitImage(_blitImage, *surface, 0, false); } Graphics::BlitImage *TinyGLTexture::getBlitTexture() const { return _blitImage; } } // End of namespace Myst3