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"
21 #include <glbinding/ContextInfo.h>
26 inline bool is_power_of_2(int v)
28 return (v & (v-1)) == 0;
31 inline int next_power_of_two(int val)
41 GLTexture::GLTexture(unsigned int width, unsigned int height) :
48 #ifdef GL_VERSION_ES_CM_1_0
49 assert(is_power_of_2(width));
50 assert(is_power_of_2(height));
52 m_texture_width = width;
53 m_texture_height = height;
54 m_image_width = width;
55 m_image_height = height;
57 assert_gl("before creating texture");
58 glGenTextures(1, &m_handle);
61 glBindTexture(GL_TEXTURE_2D, m_handle);
63 glTexImage2D(GL_TEXTURE_2D, 0, static_cast<GLint>(GL_RGBA), m_texture_width,
64 m_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
68 glDeleteTextures(1, &m_handle);
73 GLTexture::GLTexture(SDL_Surface* image) :
80 #ifdef GL_VERSION_ES_CM_1_0
81 m_texture_width = next_power_of_two(image->w);
82 m_texture_height = next_power_of_two(image->h);
85 static auto extensions = glbinding::ContextInfo::extensions();
86 if (extensions.find(GLextension::GL_ARB_texture_non_power_of_two) != extensions.end())
88 m_texture_width = image->w;
89 m_texture_height = image->h;
92 if (GLEW_ARB_texture_non_power_of_two)
94 m_texture_width = image->w;
95 m_texture_height = image->h;
100 m_texture_width = next_power_of_two(image->w);
101 m_texture_height = next_power_of_two(image->h);
105 m_image_width = image->w;
106 m_image_height = image->h;
108 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
109 SDL_Surface* convert = SDL_CreateRGBSurface(0,
110 m_texture_width, m_texture_height, 32,
111 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff);
113 SDL_Surface* convert = SDL_CreateRGBSurface(0,
114 m_texture_width, m_texture_height, 32,
115 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
119 throw std::runtime_error("Couldn't create texture: out of memory");
122 SDL_SetSurfaceBlendMode(image, SDL_BLENDMODE_NONE);
123 SDL_BlitSurface(image, 0, convert, 0);
125 assert_gl("before creating texture");
126 glGenTextures(1, &m_handle);
130 if(convert->format->BytesPerPixel == 3)
132 else if(convert->format->BytesPerPixel == 4)
133 sdl_format = GL_RGBA;
135 sdl_format = GL_RGBA;
139 glBindTexture(GL_TEXTURE_2D, m_handle);
140 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
141 #if defined(GL_UNPACK_ROW_LENGTH) || defined(USE_GLBINDING)
142 glPixelStorei(GL_UNPACK_ROW_LENGTH, convert->pitch/convert->format->BytesPerPixel);
144 /* OpenGL ES doesn't support UNPACK_ROW_LENGTH, let's hope SDL didn't add
145 * padding bytes, otherwise we need some extra code here... */
146 assert(convert->pitch == m_texture_width * convert->format->BytesPerPixel);
149 if(SDL_MUSTLOCK(convert))
151 SDL_LockSurface(convert);
154 glTexImage2D(GL_TEXTURE_2D, 0, static_cast<GLint>(GL_RGBA),
155 m_texture_width, m_texture_height, 0, sdl_format,
156 GL_UNSIGNED_BYTE, convert->pixels);
158 // no not use mipmaps
161 glGenerateMipmap(GL_TEXTURE_2D);
164 if(SDL_MUSTLOCK(convert))
166 SDL_UnlockSurface(convert);
169 assert_gl("creating texture");
171 set_texture_params();
173 glDeleteTextures(1, &m_handle);
174 SDL_FreeSurface(convert);
177 SDL_FreeSurface(convert);
180 GLTexture::~GLTexture()
182 glDeleteTextures(1, &m_handle);
186 GLTexture::set_texture_params()
188 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, static_cast<GLint>(GL_LINEAR));
189 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, static_cast<GLint>(GL_LINEAR));
191 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, static_cast<GLint>(GL_CLAMP_TO_EDGE));
192 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, static_cast<GLint>(GL_CLAMP_TO_EDGE));
194 assert_gl("set texture params");