/* 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 #undef ARRAYSIZE #endif #if defined(USE_GLES) #include #include #elif defined(MACOSX) #include #include #else #include #include #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; };