/* 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 3 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, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_SDL_TEXTURE_H #define HPL_SDL_TEXTURE_H #include "common/scummsys.h" #include "hpl1/engine/graphics/Texture.h" #include "hpl1/engine/graphics/bitmap2D.h" #include "hpl1/engine/impl/LowLevelGraphicsSDL.h" #include "hpl1/opengl.h" #ifdef HPL1_USE_OPENGL namespace hpl { class cSDLTexture : public iTexture { public: cSDLTexture(const tString &asName, Graphics::PixelFormat *apPxlFmt, iLowLevelGraphics *apLowLevelGraphics, eTextureType aType, bool abUseMipMaps, eTextureTarget aTarget, bool abCompress = false); ~cSDLTexture(); bool CreateFromBitmap(Bitmap2D *pBmp); bool CreateAnimFromBitmapVec(tBitmap2DVec *avBitmaps); bool CreateCubeFromBitmapVec(tBitmap2DVec *avBitmaps); bool Create(unsigned int alWidth, unsigned int alHeight, cColor aCol); bool CreateFromArray(unsigned char *apPixelData, int alChannels, const cVector3l &avSize); void SetPixels2D(int alLevel, const cVector2l &avOffset, const cVector2l &avSize, eColorDataFormat aDataFormat, void *apPixelData); float GetGamma() { return 0; } void SetGamma(float afGamma) {} int GetHandle() { return (int)mvTextureHandles[0]; } void SetFilter(eTextureFilter aFilter); void SetAnisotropyDegree(float afX); void SetWrapS(eTextureWrap aMode); void SetWrapT(eTextureWrap aMode); void SetWrapR(eTextureWrap aMode); void Update(float afTimeStep); bool HasAnimation(); void NextFrame(); void PrevFrame(); float GetT(); float GetTimeCount(); void SetTimeCount(float afX); int GetCurrentLowlevelHandle(); /// SDL / OGL Specific /////////// unsigned int GetTextureHandle(); // cPBuffer *GetPBuffer() { return mpPBuffer; } private: bool CreateFromBitmapToHandle(Bitmap2D *pBmp, int alHandleIdx); GLenum InitCreation(int alHandleIdx); void PostCreation(GLenum aGLTarget); GLenum GetGLWrap(eTextureWrap aMode); tUIntVec mvTextureHandles; bool mbContainsData; cLowLevelGraphicsSDL *mpGfxSDL; float mfTimeCount; int mlTextureIndex; float mfTimeDir; }; } // namespace hpl #endif // HPL1_USE_OPENGL #endif // HPL_SDL_TEXTURE_H