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+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#ifdef WIN32
+#if defined(ARRAYSIZE) && !defined(_WINDOWS_)
+#undef ARRAYSIZE
+#endif
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+#undef ARRAYSIZE
+#endif
+
+#if defined(USE_GLES)
+#include <GLES/gl.h>
+#include <GLES/glext.h>
+#elif defined(MACOSX)
+#include <gl.h>
+#include <glext.h>
+#else
+#include <GL/gl.h>
+#include <GL/glext.h>
+#endif
+
+#include "graphics/surface.h"
+
+#include "common/rect.h"
+#include "common/array.h"
+
+/**
+ * OpenGL texture manager class
+ */
+class GLTexture {
+public:
+ /**
+ * Initialize OpenGL Extensions
+ */
+ static void initGLExtensions();
+
+ GLTexture(byte bpp, GLenum internalFormat, GLenum format, GLenum type);
+ virtual ~GLTexture();
+
+ /**
+ * Refresh the texture after a context change. The
+ * process will be completed on next allocBuffer call.
+ */
+ virtual void refresh();
+
+ /**
+ * Allocates memory needed for the given size.
+ */
+ virtual void allocBuffer(GLuint width, GLuint height);
+
+ /**
+ * Updates the texture pixels.
+ */
+ virtual void updateBuffer(const void *buf, int pitch, GLuint x, GLuint y,
+ GLuint w, GLuint h);
+
+ /**
+ * Draws the texture to the screen buffer.
+ */
+ virtual void drawTexture(GLshort x, GLshort y, GLshort w, GLshort h);
+
+ /**
+ * Get the texture width.
+ */
+ GLuint getWidth() const { return _realWidth; }
+
+ /**
+ * Get the texture height.
+ */
+ GLuint getHeight() const { return _realHeight; }
+
+ /**
+ * Set the texture filter.
+ * @filter the filter type, GL_NEAREST or GL_LINEAR
+ */
+ void setFilter(GLint filter) { _filter = filter; }
+
+protected:
+ const byte _bytesPerPixel;
+ const GLenum _internalFormat;
+ const GLenum _glFormat;
+ const GLenum _glType;
+
+ GLuint _realWidth;
+ GLuint _realHeight;
+ GLuint _textureName;
+ GLuint _textureWidth;
+ GLuint _textureHeight;
+ GLint _filter;
+ bool _refresh;
+};