2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "supertux/gameconfig.hpp"
18 #include "video/gl/gl_texture.hpp"
22 inline bool is_power_of_2(int v)
24 return (v & (v-1)) == 0;
27 inline int next_power_of_two(int val)
37 GLTexture::GLTexture(unsigned int width, unsigned int height) :
44 #ifdef GL_VERSION_ES_CM_1_0
45 assert(is_power_of_2(width));
46 assert(is_power_of_2(height));
48 texture_width = width;
49 texture_height = height;
51 image_height = height;
53 assert_gl("before creating texture");
54 glGenTextures(1, &handle);
57 glBindTexture(GL_TEXTURE_2D, handle);
59 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture_width,
60 texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
64 glDeleteTextures(1, &handle);
69 GLTexture::GLTexture(SDL_Surface* image) :
76 #ifdef GL_VERSION_ES_CM_1_0
77 texture_width = next_power_of_two(image->w);
78 texture_height = next_power_of_two(image->h);
80 texture_width = image->w;
81 texture_height = image->h;
84 image_width = image->w;
85 image_height = image->h;
87 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
88 SDL_Surface* convert = SDL_CreateRGBSurface(SDL_SWSURFACE,
89 texture_width, texture_height, 32,
90 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff);
92 SDL_Surface* convert = SDL_CreateRGBSurface(SDL_SWSURFACE,
93 texture_width, texture_height, 32,
94 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
98 throw std::runtime_error("Couldn't create texture: out of memory");
101 SDL_SetAlpha(image, 0, 0);
102 SDL_BlitSurface(image, 0, convert, 0);
104 assert_gl("before creating texture");
105 glGenTextures(1, &handle);
109 if(convert->format->BytesPerPixel == 3)
111 else if(convert->format->BytesPerPixel == 4)
112 sdl_format = GL_RGBA;
116 glBindTexture(GL_TEXTURE_2D, handle);
117 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
118 #ifdef GL_UNPACK_ROW_LENGTH
119 glPixelStorei(GL_UNPACK_ROW_LENGTH, convert->pitch/convert->format->BytesPerPixel);
121 /* OpenGL ES doesn't support UNPACK_ROW_LENGTH, let's hope SDL didn't add
122 * padding bytes, otherwise we need some extra code here... */
123 assert(convert->pitch == texture_width * convert->format->BytesPerPixel);
126 if(SDL_MUSTLOCK(convert))
128 SDL_LockSurface(convert);
130 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture_width,
131 texture_height, 0, sdl_format,
132 GL_UNSIGNED_BYTE, convert->pixels);
133 if(SDL_MUSTLOCK(convert))
135 SDL_UnlockSurface(convert);
138 assert_gl("creating texture");
140 set_texture_params();
142 glDeleteTextures(1, &handle);
143 SDL_FreeSurface(convert);
146 SDL_FreeSurface(convert);
149 GLTexture::~GLTexture()
151 glDeleteTextures(1, &handle);
155 GLTexture::set_texture_params()
157 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
158 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
160 /* OpenGL ES doesn't support it */
161 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
162 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
165 assert_gl("set texture params");