97 lines
3.1 KiB
C++
97 lines
3.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "watchmaker/3d/render/opengl_texture.h"
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#include "common/textconsole.h"
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#include "graphics/opengl/system_headers.h"
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#include "watchmaker/3d/dds_header.h"
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#include "watchmaker/render.h"
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#ifdef USE_OPENGL_GAME
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namespace Watchmaker {
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GLuint dxtCompressionToTextureFormat(DxtCompression compression) {
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switch (compression) {
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case DxtCompression::UNCOMPRESSED:
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default:
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return GL_RGBA;
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case DxtCompression::DXT1:
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return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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case DxtCompression::DXT2:
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error("DXT2 Support is not implemented");
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case DxtCompression::DXT3:
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return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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case DxtCompression::DXT4:
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error("DXT4 Support is not implemented");
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case DxtCompression::DXT5:
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return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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}
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}
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class OpenGLTexture : public Texture {
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public:
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unsigned int _texId;
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OpenGLTexture() {
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glGenTextures(1, &_texId);
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}
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OpenGLTexture(unsigned int texId) : _texId(texId) {}
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void assignData(const TextureData &data) override {
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glBindTexture(GL_TEXTURE_2D, _texId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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// TODO: Check both compiletime and runtime for the existence of EXT_texture_compression_s3tc
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GLuint texFormat = dxtCompressionToTextureFormat(data._compression);
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bool compressed = data._compression != DxtCompression::UNCOMPRESSED;
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if (compressed) {
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glCompressedTexImage2D(GL_TEXTURE_2D, // target
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0, // level
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texFormat, // internalFormat
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data.getWidth(), // width
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data.getHeight(), // height
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0, // border
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data.getDataSize(),
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data.getData()
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);
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checkGlError("glCompressedTexImage");
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} else {
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glTexImage2D(GL_TEXTURE_2D, 0, texFormat, data.getWidth(), data.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, data.getData());
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checkGlError("glTexImage2D");
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}
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}
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void bind() override {
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glBindTexture(GL_TEXTURE_2D, _texId);
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checkGlError("OpenGLTexture::bind");
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};
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};
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Texture *createGLTexture() {
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return new OpenGLTexture();
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}
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} // End of namespace Watchmaker
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#endif // USE_OPENGL_GAME
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