ScummVM API documentation
SDLTexture.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 /*
23  * Copyright (C) 2006-2010 - Frictional Games
24  *
25  * This file is part of HPL1 Engine.
26  */
27 
28 #ifndef HPL_SDL_TEXTURE_H
29 #define HPL_SDL_TEXTURE_H
30 
31 #include "common/scummsys.h"
32 #include "hpl1/engine/graphics/Texture.h"
33 #include "hpl1/engine/graphics/bitmap2D.h"
34 #include "hpl1/engine/impl/LowLevelGraphicsSDL.h"
35 #include "hpl1/opengl.h"
36 
37 #ifdef HPL1_USE_OPENGL
38 
39 namespace hpl {
40 
41 class cSDLTexture : public iTexture {
42 public:
43  cSDLTexture(const tString &asName, Graphics::PixelFormat *apPxlFmt, iLowLevelGraphics *apLowLevelGraphics,
44  eTextureType aType, bool abUseMipMaps, eTextureTarget aTarget,
45  bool abCompress = false);
46  ~cSDLTexture();
47 
48  bool CreateFromBitmap(Bitmap2D *pBmp);
49 
50  bool CreateAnimFromBitmapVec(tBitmap2DVec *avBitmaps);
51 
52  bool CreateCubeFromBitmapVec(tBitmap2DVec *avBitmaps);
53  bool Create(unsigned int alWidth, unsigned int alHeight, cColor aCol);
54 
55  bool CreateFromArray(unsigned char *apPixelData, int alChannels, const cVector3l &avSize);
56 
57  void SetPixels2D(int alLevel, const cVector2l &avOffset, const cVector2l &avSize,
58  eColorDataFormat aDataFormat, void *apPixelData);
59 
60  float GetGamma() { return 0; }
61  void SetGamma(float afGamma) {}
62  int GetHandle() { return (int)mvTextureHandles[0]; }
63 
64  void SetFilter(eTextureFilter aFilter);
65  void SetAnisotropyDegree(float afX);
66 
67  void SetWrapS(eTextureWrap aMode);
68  void SetWrapT(eTextureWrap aMode);
69  void SetWrapR(eTextureWrap aMode);
70 
71  void Update(float afTimeStep);
72 
73  bool HasAnimation();
74  void NextFrame();
75  void PrevFrame();
76  float GetT();
77  float GetTimeCount();
78  void SetTimeCount(float afX);
79  int GetCurrentLowlevelHandle();
80 
82 
83  unsigned int GetTextureHandle();
84  // cPBuffer *GetPBuffer() { return mpPBuffer; }
85 
86 private:
87  bool CreateFromBitmapToHandle(Bitmap2D *pBmp, int alHandleIdx);
88 
89  GLenum InitCreation(int alHandleIdx);
90  void PostCreation(GLenum aGLTarget);
91 
92  GLenum GetGLWrap(eTextureWrap aMode);
93 
94  tUIntVec mvTextureHandles;
95  bool mbContainsData;
96  cLowLevelGraphicsSDL *mpGfxSDL;
97 
98  float mfTimeCount;
99  int mlTextureIndex;
100  float mfTimeDir;
101 };
102 
103 } // namespace hpl
104 
105 #endif // HPL1_USE_OPENGL
106 #endif // HPL_SDL_TEXTURE_H
Definition: AI.h:36
Definition: pixelformat.h:138