raze/source/glbackend/gl_hwtexture.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2004-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "glad/glad.h"
#include "glbackend.h"
#include "bitmap.h"
//#include "compat.h"
// Workaround to avoid including the dirty 'compat.h' header. This will hopefully not be needed anymore once the texture format uses something better.
# define B_LITTLE_ENDIAN 1
# define B_BIG_ENDIAN 0
//===========================================================================
//
// Allocates an empty texture
//
//===========================================================================
unsigned int FHardwareTexture::CreateTexture(int w, int h, bool eightbit, bool mipmapped)
{
glTexID = GLInterface.GetTextureID();
glActiveTexture(GL_TEXTURE15);
glBindTexture(GL_TEXTURE_2D, glTexID);
int size = std::max(w, h);
int bits = 0;
while (size) bits++, size >>= 1;
glTextureBytes = eightbit? 1 : 4;
if (eightbit) mipmapped = false;
mWidth = w;
mHeight = h;
glTexStorage2D(GL_TEXTURE_2D, mipmapped? bits : 1, eightbit? GL_R8 : GL_RGBA8, w, h);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
this->mipmapped = mipmapped;
return glTexID;
}
//===========================================================================
//
// Loads the texture image into the hardware
//
//===========================================================================
unsigned int FHardwareTexture::LoadTexture(unsigned char * buffer)
{
if (glTexID == 0) return 0;
int dstformat = glTextureBytes == 1? GL_R8 : GL_RGBA8;// TexFormat[gl_texture_format];
int srcformat = glTextureBytes == 1 ? GL_RED : GL_BGRA;// TexFormat[gl_texture_format];
glActiveTexture(GL_TEXTURE15);
glBindTexture(GL_TEXTURE_2D, glTexID);
if (glTextureBytes < 4) glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mWidth, mHeight, srcformat, GL_UNSIGNED_BYTE, buffer);
if (mipmapped) glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
if (glTextureBytes < 4) glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
return glTexID;
}
unsigned int FHardwareTexture::LoadTexture(FBitmap& bmp)
{
return LoadTexture(bmp.GetPixels());
}
//===========================================================================
//
// Destroys the texture
//
//===========================================================================
FHardwareTexture::~FHardwareTexture()
{
if (glTexID != 0) glDeleteTextures(1, &glTexID);
}
unsigned int FHardwareTexture::GetTextureHandle()
{
return glTexID;
}