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-rw-r--r--backends/graphics/opengl/gltexture.cpp225
1 files changed, 0 insertions, 225 deletions
diff --git a/backends/graphics/opengl/gltexture.cpp b/backends/graphics/opengl/gltexture.cpp
deleted file mode 100644
index ca674563df..0000000000
--- a/backends/graphics/opengl/gltexture.cpp
+++ /dev/null
@@ -1,225 +0,0 @@
-/* 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 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/scummsys.h"
-
-#if defined(USE_OPENGL)
-
-#include "backends/graphics/opengl/gltexture.h"
-#include "backends/graphics/opengl/glerrorcheck.h"
-
-#include "common/rect.h"
-#include "common/array.h"
-#include "common/util.h"
-#include "common/tokenizer.h"
-
-// Supported GL extensions
-static bool npot_supported = false;
-static bool glext_inited = false;
-
-/*static inline GLint xdiv(int numerator, int denominator) {
- assert(numerator < (1 << 16));
- return (numerator << 16) / denominator;
-}*/
-
-static GLuint nextHigher2(GLuint v) {
- if (v == 0)
- return 1;
- v--;
- v |= v >> 1;
- v |= v >> 2;
- v |= v >> 4;
- v |= v >> 8;
- v |= v >> 16;
- return ++v;
-}
-
-void GLTexture::initGLExtensions() {
-
- // Return if extensions were already checked
- if (glext_inited)
- return;
-
- // Get a string with all extensions
- const char *ext_string = (const char *)glGetString(GL_EXTENSIONS);
- CHECK_GL_ERROR();
- Common::StringTokenizer tokenizer(ext_string, " ");
- // Iterate all string tokens
- while (!tokenizer.empty()) {
- Common::String token = tokenizer.nextToken();
- if (token == "GL_ARB_texture_non_power_of_two")
- npot_supported = true;
- }
-
- glext_inited = true;
-}
-
-GLTexture::GLTexture(byte bpp, GLenum internalFormat, GLenum format, GLenum type)
- :
- _bytesPerPixel(bpp),
- _internalFormat(internalFormat),
- _glFormat(format),
- _glType(type),
- _textureWidth(0),
- _textureHeight(0),
- _realWidth(0),
- _realHeight(0),
- _refresh(false),
- _filter(GL_NEAREST) {
-
- // Generate the texture ID
- glGenTextures(1, &_textureName); CHECK_GL_ERROR();
-}
-
-GLTexture::~GLTexture() {
- // Delete the texture
- glDeleteTextures(1, &_textureName); CHECK_GL_ERROR();
-}
-
-void GLTexture::refresh() {
- // Delete previous texture
- glDeleteTextures(1, &_textureName); CHECK_GL_ERROR();
-
- // Generate the texture ID
- glGenTextures(1, &_textureName); CHECK_GL_ERROR();
- _refresh = true;
-}
-
-void GLTexture::allocBuffer(GLuint w, GLuint h) {
- _realWidth = w;
- _realHeight = h;
-
- if (!_refresh) {
- if (npot_supported && _filter == GL_LINEAR) {
- // Check if we already allocated a correctly-sized buffer
- // This is so we don't need to duplicate the last row/column
- if (w == _textureWidth && h == _textureHeight)
- return;
- } else {
- // Check if we already have a large enough buffer
- if (w <= _textureWidth && h <= _textureHeight)
- return;
- }
- }
-
- if (npot_supported) {
- _textureWidth = w;
- _textureHeight = h;
- } else {
- _textureWidth = nextHigher2(w);
- _textureHeight = nextHigher2(h);
- }
-
- // Select this OpenGL texture
- glBindTexture(GL_TEXTURE_2D, _textureName); CHECK_GL_ERROR();
-
- // Set the texture parameters
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _filter); CHECK_GL_ERROR();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _filter); CHECK_GL_ERROR();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); CHECK_GL_ERROR();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); CHECK_GL_ERROR();
-
- // Allocate room for the texture
- glTexImage2D(GL_TEXTURE_2D, 0, _internalFormat,
- _textureWidth, _textureHeight, 0, _glFormat, _glType, NULL); CHECK_GL_ERROR();
-
- _refresh = false;
-}
-
-void GLTexture::updateBuffer(const void *buf, int pitch, GLuint x, GLuint y, GLuint w, GLuint h) {
- // Skip empty updates.
- if (w * h == 0)
- return;
-
- // Select this OpenGL texture
- glBindTexture(GL_TEXTURE_2D, _textureName); CHECK_GL_ERROR();
-
- // Check if the buffer has its data contiguously
- if ((int)w * _bytesPerPixel == pitch) {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h,
- _glFormat, _glType, buf); CHECK_GL_ERROR();
- } else {
- // Update the texture row by row
- const byte *src = (const byte *)buf;
- GLuint curY = y;
- GLuint height = h;
- do {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, curY,
- w, 1, _glFormat, _glType, src); CHECK_GL_ERROR();
- curY++;
- src += pitch;
- } while (--height);
- }
-
- // If we're in linear filter mode, repeat the last row/column if the real dimensions
- // doesn't match the texture dimensions.
- if (_filter == GL_LINEAR) {
- if (_realWidth != _textureWidth && x + w == _realWidth) {
- const byte *src = (const byte *)buf + (w - 1) * _bytesPerPixel;
- GLuint curY = y;
- GLuint height = h;
-
- do {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x + w,
- curY, 1, 1, _glFormat, _glType, src); CHECK_GL_ERROR();
-
- curY++;
- src += pitch;
- } while (--height);
- }
-
- if (_realHeight != _textureHeight && y + h == _realHeight) {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y + h,
- w, 1, _glFormat, _glType, (const byte *)buf + pitch * (h - 1)); CHECK_GL_ERROR();
- }
- }
-}
-
-void GLTexture::drawTexture(GLshort x, GLshort y, GLshort w, GLshort h) {
- // Select this OpenGL texture
- glBindTexture(GL_TEXTURE_2D, _textureName); CHECK_GL_ERROR();
-
- // Calculate the texture rect that will be drawn
- 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,
- 0, texHeight,
- texWidth, texHeight,
- };
- glTexCoordPointer(2, GL_FLOAT, 0, texcoords); CHECK_GL_ERROR();
-
- // Calculate the screen rect where the texture will be drawn
- const GLshort vertices[] = {
- x, y,
- (GLshort)(x + w), y,
- x, (GLshort)(y + h),
- (GLshort)(x + w), (GLshort)(y + h),
- };
- glVertexPointer(2, GL_SHORT, 0, vertices); CHECK_GL_ERROR();
-
- // Draw the texture to the screen buffer
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); CHECK_GL_ERROR();
-}
-
-#endif