OpenSceneGraph/include/osg/Texture1D

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
// -*-c++-*-
#ifndef OSG_TEXTURE1D
#define OSG_TEXTURE1D 1
#include <osg/Texture>
#ifndef GL_TEXTURE_1D
#define GL_TEXTURE_1D 0x0DE0
#endif
namespace osg {
/** Encapsulates OpenGL 1D texture functionality. Doesn't support cube maps,
* so ignore \a face parameters.
*/
class OSG_EXPORT Texture1D : public Texture
{
public :
Texture1D();
Texture1D(Image* image);
Introduced CMake option OSG_PROVIDE_READFILE option that defaults to ON, but when switched to OFF disables the building of the osgDB::read*File() methods, forcing users to use osgDB::readRef*File() methods. The later is preferable as it closes a potential threading bug when using paging databases in conjunction with the osgDB::Registry Object Cache. This threading bug occurs when one thread gets an object from the Cache via an osgDB::read*File() call where only a pointer to the object is passed back, so taking a reference to the object is delayed till it gets reassigned to a ref_ptr<>, but at the same time another thread calls a flush of the Object Cache deleting this object as it's referenceCount is now zero. Using osgDB::readREf*File() makes sure the a ref_ptr<> is passed back and the referenceCount never goes to zero. To ensure the OSG builds when OSG_PROVIDE_READFILE is to OFF the many cases of osgDB::read*File() usage had to be replaced with a ref_ptr<> osgDB::readRef*File() usage. The avoid this change causing lots of other client code to be rewritten to handle the use of ref_ptr<> in place of C pointer I introduced a serious of templte methods in various class to adapt ref_ptr<> to the underly C pointer to be passed to old OSG API's, example of this is found in include/osg/Group: bool addChild(Node* child); // old method which can only be used with a Node* tempalte<class T> bool addChild(const osg::ref_ptr<T>& child) { return addChild(child.get()); } // adapter template method These changes together cover 149 modified files, so it's a large submission. This extent of changes are warrent to make use of the Object Cache and multi-threaded loaded more robust. git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15164 16af8721-9629-0410-8352-f15c8da7e697
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template<class T> Texture1D(const osg::ref_ptr<T>& image):
_textureWidth(0),
_numMipmapLevels(0)
{
setImage(image.get());
}
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
Texture1D(const Texture1D& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, Texture1D,TEXTURE);
/** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
virtual int compare(const StateAttribute& rhs) const;
virtual GLenum getTextureTarget() const { return GL_TEXTURE_1D; }
/** Sets the texture image. */
void setImage(Image* image);
Introduced CMake option OSG_PROVIDE_READFILE option that defaults to ON, but when switched to OFF disables the building of the osgDB::read*File() methods, forcing users to use osgDB::readRef*File() methods. The later is preferable as it closes a potential threading bug when using paging databases in conjunction with the osgDB::Registry Object Cache. This threading bug occurs when one thread gets an object from the Cache via an osgDB::read*File() call where only a pointer to the object is passed back, so taking a reference to the object is delayed till it gets reassigned to a ref_ptr<>, but at the same time another thread calls a flush of the Object Cache deleting this object as it's referenceCount is now zero. Using osgDB::readREf*File() makes sure the a ref_ptr<> is passed back and the referenceCount never goes to zero. To ensure the OSG builds when OSG_PROVIDE_READFILE is to OFF the many cases of osgDB::read*File() usage had to be replaced with a ref_ptr<> osgDB::readRef*File() usage. The avoid this change causing lots of other client code to be rewritten to handle the use of ref_ptr<> in place of C pointer I introduced a serious of templte methods in various class to adapt ref_ptr<> to the underly C pointer to be passed to old OSG API's, example of this is found in include/osg/Group: bool addChild(Node* child); // old method which can only be used with a Node* tempalte<class T> bool addChild(const osg::ref_ptr<T>& child) { return addChild(child.get()); } // adapter template method These changes together cover 149 modified files, so it's a large submission. This extent of changes are warrent to make use of the Object Cache and multi-threaded loaded more robust. git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15164 16af8721-9629-0410-8352-f15c8da7e697
2015-10-22 21:42:19 +08:00
template<class T> void setImage(const ref_ptr<T>& image) { setImage(image.get()); }
/** Gets the texture image. */
Image* getImage() { return _image.get(); }
/** Gets the const texture image. */
inline const Image* getImage() const { return _image.get(); }
/** return true if the texture image data has been modified and the associated GL texture object needs to be updated.*/
virtual bool isDirty(unsigned int contextID) const { return (_image.valid() && _image->getModifiedCount()!=_modifiedCount[contextID]); }
inline unsigned int& getModifiedCount(unsigned int contextID) const
{
// get the modified count for the current contextID.
return _modifiedCount[contextID];
}
/** Sets the texture image, ignoring face. */
virtual void setImage(unsigned int, Image* image) { setImage(image); }
/** Gets the texture image, ignoring face. */
virtual Image* getImage(unsigned int) { return _image.get(); }
/** Gets the const texture image, ignoring face. */
virtual const Image* getImage(unsigned int) const { return _image.get(); }
/** Gets the number of images that can be assigned to the Texture. */
virtual unsigned int getNumImages() const { return 1; }
/** Sets the texture width. If width is zero, calculate the value
* from the source image width. */
inline void setTextureWidth(int width) { _textureWidth = width; }
/** Gets the texture width. */
virtual int getTextureWidth() const { return _textureWidth; }
virtual int getTextureHeight() const { return 1; }
virtual int getTextureDepth() const { return 1; }
class OSG_EXPORT SubloadCallback : public Referenced
{
public:
virtual void load(const Texture1D& texture,State& state) const = 0;
virtual void subload(const Texture1D& texture,State& state) const = 0;
};
void setSubloadCallback(SubloadCallback* cb) { _subloadCallback = cb;; }
SubloadCallback* getSubloadCallback() { return _subloadCallback.get(); }
const SubloadCallback* getSubloadCallback() const { return _subloadCallback.get(); }
/** Helper function. Sets the number of mipmap levels created for this
* texture. Should only be called within an osg::Texture::apply(), or
* during a custom OpenGL texture load. */
void setNumMipmapLevels(unsigned int num) const { _numMipmapLevels=num; }
/** Gets the number of mipmap levels created. */
unsigned int getNumMipmapLevels() const { return _numMipmapLevels; }
/** Copies pixels into a 1D texture image, as per glCopyTexImage1D.
* Creates an OpenGL texture object from the current OpenGL background
* framebuffer contents at position \a x, \a y with width \a width.
* \a width must be a power of two. */
void copyTexImage1D(State& state, int x, int y, int width);
/** Copies a one-dimensional texture subimage, as per
* glCopyTexSubImage1D. Updates a portion of an existing OpenGL
* texture object from the current OpenGL background framebuffer
* contents at position \a x, \a y with width \a width. */
void copyTexSubImage1D(State& state, int xoffset, int x, int y, int width);
/** Bind the texture object. If the texture object hasn't already been
* compiled, create the texture mipmap levels. */
virtual void apply(State& state) const;
protected :
virtual ~Texture1D();
virtual void computeInternalFormat() const;
void allocateMipmap(State& state) const;
/** Helper method. Create the texture without setting or using a
* texture binding. */
void applyTexImage1D(GLenum target, Image* image, State& state, GLsizei& width, GLsizei& numMipmapLevels) const;
/** It's not ideal that _image is mutable, but it's required since
* Image::ensureDimensionsArePowerOfTwo() can only be called in a
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* valid OpenGL context, and therefore within Texture::apply, which
* is const. */
mutable ref_ptr<Image> _image;
/** Subloaded images can have different texture and image sizes. */
mutable GLsizei _textureWidth;
/** Number of mipmap levels created. */
mutable GLsizei _numMipmapLevels;
ref_ptr<SubloadCallback> _subloadCallback;
typedef buffered_value<unsigned int> ImageModifiedCount;
mutable ImageModifiedCount _modifiedCount;
};
}
#endif