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 m_texture_width = width;
49 m_texture_height = height;
50 m_image_width = width;
51 m_image_height = height;
53 assert_gl("before creating texture");
54 glGenTextures(1, &m_handle);
57 glBindTexture(GL_TEXTURE_2D, m_handle);
59 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
60 m_texture_width, m_texture_height,
61 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
65 glDeleteTextures(1, &m_handle);
70 GLTexture::GLTexture(SDL_Surface* image) :
77 #ifdef GL_VERSION_ES_CM_1_0
78 m_texture_width = next_power_of_two(image->w);
79 m_texture_height = next_power_of_two(image->h);
81 if (GLEW_ARB_texture_non_power_of_two)
83 m_texture_width = image->w;
84 m_texture_height = image->h;
88 m_texture_width = next_power_of_two(image->w);
89 m_texture_height = next_power_of_two(image->h);
93 m_image_width = image->w;
94 m_image_height = image->h;
96 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
97 SDL_Surface* convert = SDL_CreateRGBSurface(0,
98 m_texture_width, m_texture_height, 32,
99 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff);
101 SDL_Surface* convert = SDL_CreateRGBSurface(0,
102 m_texture_width, m_texture_height, 32,
103 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
107 throw std::runtime_error("Couldn't create texture: out of memory");
110 SDL_SetSurfaceBlendMode(image, SDL_BLENDMODE_NONE);
111 SDL_BlitSurface(image, 0, convert, 0);
113 assert_gl("before creating texture");
114 glGenTextures(1, &m_handle);
118 if(convert->format->BytesPerPixel == 3)
120 else if(convert->format->BytesPerPixel == 4)
121 sdl_format = GL_RGBA;
123 sdl_format = GL_RGBA;
127 glBindTexture(GL_TEXTURE_2D, m_handle);
128 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
129 #ifdef GL_UNPACK_ROW_LENGTH
130 glPixelStorei(GL_UNPACK_ROW_LENGTH, convert->pitch/convert->format->BytesPerPixel);
132 /* OpenGL ES doesn't support UNPACK_ROW_LENGTH, let's hope SDL didn't add
133 * padding bytes, otherwise we need some extra code here... */
134 assert(convert->pitch == texture_width * convert->format->BytesPerPixel);
137 if(SDL_MUSTLOCK(convert))
139 SDL_LockSurface(convert);
142 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
143 m_texture_width, m_texture_height, 0, sdl_format,
144 GL_UNSIGNED_BYTE, convert->pixels);
146 // no not use mipmaps
149 glGenerateMipmap(GL_TEXTURE_2D);
152 if(SDL_MUSTLOCK(convert))
154 SDL_UnlockSurface(convert);
157 assert_gl("creating texture");
159 set_texture_params();
161 glDeleteTextures(1, &m_handle);
162 SDL_FreeSurface(convert);
165 SDL_FreeSurface(convert);
168 GLTexture::~GLTexture()
170 glDeleteTextures(1, &m_handle);
174 GLTexture::set_texture_params()
176 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
177 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
179 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
180 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
182 assert_gl("set texture params");