Files
scummvm-cursorfix/engines/watchmaker/3d/render/opengl_texture.cpp
2026-02-02 04:50:13 +01:00

97 lines
3.1 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "watchmaker/3d/render/opengl_texture.h"
#include "common/textconsole.h"
#include "graphics/opengl/system_headers.h"
#include "watchmaker/3d/dds_header.h"
#include "watchmaker/render.h"
#ifdef USE_OPENGL_GAME
namespace Watchmaker {
GLuint dxtCompressionToTextureFormat(DxtCompression compression) {
switch (compression) {
case DxtCompression::UNCOMPRESSED:
default:
return GL_RGBA;
case DxtCompression::DXT1:
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
case DxtCompression::DXT2:
error("DXT2 Support is not implemented");
case DxtCompression::DXT3:
return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
case DxtCompression::DXT4:
error("DXT4 Support is not implemented");
case DxtCompression::DXT5:
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
}
class OpenGLTexture : public Texture {
public:
unsigned int _texId;
OpenGLTexture() {
glGenTextures(1, &_texId);
}
OpenGLTexture(unsigned int texId) : _texId(texId) {}
void assignData(const TextureData &data) override {
glBindTexture(GL_TEXTURE_2D, _texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// TODO: Check both compiletime and runtime for the existence of EXT_texture_compression_s3tc
GLuint texFormat = dxtCompressionToTextureFormat(data._compression);
bool compressed = data._compression != DxtCompression::UNCOMPRESSED;
if (compressed) {
glCompressedTexImage2D(GL_TEXTURE_2D, // target
0, // level
texFormat, // internalFormat
data.getWidth(), // width
data.getHeight(), // height
0, // border
data.getDataSize(),
data.getData()
);
checkGlError("glCompressedTexImage");
} else {
glTexImage2D(GL_TEXTURE_2D, 0, texFormat, data.getWidth(), data.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, data.getData());
checkGlError("glTexImage2D");
}
}
void bind() override {
glBindTexture(GL_TEXTURE_2D, _texId);
checkGlError("OpenGLTexture::bind");
};
};
Texture *createGLTexture() {
return new OpenGLTexture();
}
} // End of namespace Watchmaker
#endif // USE_OPENGL_GAME