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authorAlejandro Marzini2010-07-20 04:32:31 +0000
committerAlejandro Marzini2010-07-20 04:32:31 +0000
commit302400a701187eba6d0dee2daa253da87b29d83f (patch)
tree14ef4ab769860d534fa56a40949eb4e31e355db9 /backends/graphics/opengl/gltexture.cpp
parent014d7b791c03c0c754ebc2d4ef2f2a961420a63a (diff)
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OPENGL: Implement fullscreen mode.
svn-id: r51049
Diffstat (limited to 'backends/graphics/opengl/gltexture.cpp')
-rw-r--r--backends/graphics/opengl/gltexture.cpp43
1 files changed, 21 insertions, 22 deletions
diff --git a/backends/graphics/opengl/gltexture.cpp b/backends/graphics/opengl/gltexture.cpp
index e1fb5ba00d..e3760ee2d8 100644
--- a/backends/graphics/opengl/gltexture.cpp
+++ b/backends/graphics/opengl/gltexture.cpp
@@ -77,7 +77,10 @@ GLTexture::GLTexture(byte bpp, GLenum format, GLenum type)
_glFormat(format),
_glType(type),
_textureWidth(0),
- _textureHeight(0) {
+ _textureHeight(0),
+ _realWidth(0),
+ _realHeight(0),
+ _refresh(false) {
// Generates the texture ID for GL
CHECK_GL_ERROR( glGenTextures(1, &_textureName) );
@@ -91,22 +94,20 @@ GLTexture::GLTexture(byte bpp, GLenum format, GLenum type)
}
GLTexture::~GLTexture() {
- debug("Destroying texture %u", _textureName);
CHECK_GL_ERROR( glDeleteTextures(1, &_textureName) );
}
void GLTexture::refresh() {
// Generates the texture ID for GL
- //CHECK_GL_ERROR( glGenTextures(1, &_textureName) );
- //updateBuffer(_surface.pixels, _surface.bytesPerPixel, 0, 0, _surface.w, _surface.h);
+ CHECK_GL_ERROR( glGenTextures(1, &_textureName) );
+ _refresh = true;
}
void GLTexture::allocBuffer(GLuint w, GLuint h) {
- _surface.w = w;
- _surface.h = h;
- _surface.bytesPerPixel = _bytesPerPixel;
-
- if (w <= _textureWidth && h <= _textureHeight)
+ _realWidth = w;
+ _realHeight = h;
+
+ if (w <= _textureWidth && h <= _textureHeight && !_refresh)
// Already allocated a sufficiently large buffer
return;
@@ -117,9 +118,6 @@ void GLTexture::allocBuffer(GLuint w, GLuint h) {
_textureWidth = nextHigher2(w);
_textureHeight = nextHigher2(h);
}
- _surface.pitch = _textureWidth * _bytesPerPixel;
-
- //_surface.create(w, h, _bytesPerPixel);
// Allocate room for the texture now, but pixel data gets uploaded
// later (perhaps with multiple TexSubImage2D operations).
@@ -130,6 +128,11 @@ void GLTexture::allocBuffer(GLuint w, GLuint h) {
CHECK_GL_ERROR( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
CHECK_GL_ERROR( glTexImage2D(GL_TEXTURE_2D, 0, _glFormat,
_textureWidth, _textureHeight, 0, _glFormat, _glType, NULL) );
+
+ if (_surface.w != _textureWidth || _surface.h != _textureHeight)
+ _surface.create(_textureWidth, _textureHeight, _bytesPerPixel);
+
+ _refresh = false;
}
void GLTexture::updateBuffer(const void *buf, int pitch, GLuint x, GLuint y, GLuint w, GLuint h) {
@@ -138,15 +141,13 @@ void GLTexture::updateBuffer(const void *buf, int pitch, GLuint x, GLuint y, GLu
if (static_cast<int>(w) * _bytesPerPixel == pitch) {
CHECK_GL_ERROR( glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h,
_glFormat, _glType, buf) );
- //memcpy(_surface.pixels, buf, w * pitch);
+ memcpy(_surface.getBasePtr(x, y), buf, h * pitch);
} else {
- // GLES removed the ability to specify pitch, so we
- // have to do this row by row.
const byte* src = static_cast<const byte*>(buf);
do {
CHECK_GL_ERROR( glTexSubImage2D(GL_TEXTURE_2D, 0, x, y,
w, 1, _glFormat, _glType, src) );
- //memcpy(_surface.pixels, src, pitch);
+ memcpy(_surface.getBasePtr(x, y), src, w * _bytesPerPixel);
++y;
src += pitch;
} while (--h);
@@ -154,19 +155,17 @@ void GLTexture::updateBuffer(const void *buf, int pitch, GLuint x, GLuint y, GLu
}
void GLTexture::fillBuffer(byte x) {
- byte* tmpbuf = new byte[_surface.h * _surface.w * _bytesPerPixel];
- memset(tmpbuf, x, _surface.h * _surface.w * _bytesPerPixel);
+ memset(_surface.pixels, x, _surface.h * _surface.pitch);
CHECK_GL_ERROR( glBindTexture(GL_TEXTURE_2D, _textureName) );
CHECK_GL_ERROR( glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _surface.w, _surface.h,
- _glFormat, _glType, tmpbuf) );
- delete[] tmpbuf;
+ _glFormat, _glType, _surface.pixels) );
}
void GLTexture::drawTexture(GLshort x, GLshort y, GLshort w, GLshort h) {
CHECK_GL_ERROR( glBindTexture(GL_TEXTURE_2D, _textureName) );
- const GLfloat texWidth = (GLfloat)_surface.w / _textureWidth;//xdiv(_surface.w, _textureWidth);
- const GLfloat texHeight = (GLfloat)_surface.h / _textureHeight;//xdiv(_surface.h, _textureHeight);
+ const GLfloat texWidth = (GLfloat)_realWidth / _textureWidth;//xdiv(_surface.w, _textureWidth);
+ const GLfloat texHeight = (GLfloat)_realHeight / _textureHeight;//xdiv(_surface.h, _textureHeight);
const GLfloat texcoords[] = {
0, 0,
texWidth, 0,