/* 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. * * $URL$ * $Id$ * */ #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 = reinterpret_cast(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 (w <= _textureWidth && h <= _textureHeight && !_refresh) // Already allocated a sufficiently large buffer 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) { // Select this OpenGL texture glBindTexture(GL_TEXTURE_2D, _textureName); CHECK_GL_ERROR(); // Check if the buffer has its data contiguously if (static_cast(w) * _bytesPerPixel == pitch && w == _textureWidth) { 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 = static_cast(buf); do { glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, 1, _glFormat, _glType, src); CHECK_GL_ERROR(); ++y; src += pitch; } while (--h); } } 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, x + w, y, x, y + h, x + w, 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