// //--------------------------------------------------------------------------- // // 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; }