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/* 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 2
 * 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
 * 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, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 * $URL$
 * $Id$

#ifdef WIN32
#if defined(ARRAYSIZE) && !defined(_WINDOWS_)
#include <windows.h>

#if defined(USE_GLES)
#include <GLES/gl.h>
#elif defined(SDL_BACKEND)
#include <SDL_opengl.h>
#include <GL/gl.h>

#include "graphics/surface.h"

 * OpenGL texture manager class
00048 class GLTexture {
       * Initialize OpenGL Extensions
      static void initGLExtensions();

      GLTexture(byte bpp, GLenum internalFormat, GLenum format, GLenum type);
      virtual ~GLTexture();

       * Refresh the texture after a context change. The
       * process will be completed on next allocBuffer call.
      virtual void refresh();

       * Allocates memory needed for the given size.
      virtual void allocBuffer(GLuint width, GLuint height);

       * Updates the texture pixels.
      virtual void updateBuffer(const void *buf, int pitch, GLuint x, GLuint y,
            GLuint w, GLuint h);

       * Draws the texture to the screen buffer.
      virtual void drawTexture(GLshort x, GLshort y, GLshort w, GLshort h);

       * Get the texture width.
00083       GLuint getWidth() const { return _realWidth; }

       * Get the texture height.
00088       GLuint getHeight() const { return _realHeight; }

       * Set the texture filter.
       * @filter the filter type, GL_NEAREST or GL_LINEAR
00094       void setFilter(GLint filter) { _filter = filter; }

      const byte _bytesPerPixel;
      const GLenum _internalFormat;
      const GLenum _glFormat;
      const GLenum _glType;

      GLuint _realWidth;
      GLuint _realHeight;
      GLuint _textureName;
      GLuint _textureWidth;
      GLuint _textureHeight;
      GLint _filter;
      bool _refresh;

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