OpenSceneGraph/include/osg/Sampler

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/* -*-c++-*-
* Copyright (C) 2017 Julien Valentin <mp3butcher@hotmail.com>
*
* 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.
*/
#ifndef OSG_SAMPLER_H
#define OSG_SAMPLER_H 1
#include <osg/Texture>
namespace osg{
/** OpenGL Sampler
* OpenGL 3.3 required
* https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_sampler_objects.txt
* State Attribute controllig sampling instead of Texture
* Sampler is prioritary over Texture sample parameter (don't play with both)
*/
class OSG_EXPORT Sampler : public osg::StateAttribute
{
public:
Sampler();
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
Sampler(const Sampler& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg,Sampler,SAMPLER)
virtual bool isTextureAttribute() const { return true; }
/** Sets the texture wrap mode. */
void setWrap(Texture::WrapParameter which, Texture::WrapMode wrap);
/** Gets the texture wrap mode. */
Texture::WrapMode getWrap(Texture::WrapParameter which) const;
/** Sets the texture filter mode. */
void setFilter(Texture::FilterParameter which, Texture::FilterMode filter);
/** Gets the texture filter mode. */
Texture::FilterMode getFilter(Texture::FilterParameter which) const;
/** Sets shadow texture comparison function. */
void setShadowCompareFunc(Texture::ShadowCompareFunc func);
Texture::ShadowCompareFunc getShadowCompareFunc() const { return _shadow_compare_func; }
/** Sets shadow texture mode after comparison. */
void setShadowTextureMode(Texture::ShadowTextureMode mode);
Texture::ShadowTextureMode getShadowTextureMode() const { return _shadow_texture_mode; }
/** Sets the border color. Only used when wrap mode is CLAMP_TO_BORDER.
* The border color will be casted to the appropriate type to match the
* internal pixel format of the texture. */
void setBorderColor(const Vec4d& color);
/** Gets the border color. */
const Vec4d& getBorderColor() const { return _borderColor; }
/** Sets the maximum anisotropy value, default value is 1.0 for no
* anisotropic filtering. If hardware does not support anisotropic
* filtering, use normal filtering (equivalent to a max anisotropy
* value of 1.0. Valid range is 1.0f upwards. The maximum value
* depends on the graphics system. */
void setMaxAnisotropy(float anis);
/** Gets the maximum anisotropy value. */
inline float getMaxAnisotropy() const { return _maxAnisotropy; }
void setMinLOD(float anis);
/** Gets the maximum anisotropy value. */
inline float getMinLOD() const { return _minlod; }
void setMaxLOD(float anis);
/** Gets the maximum anisotropy value. */
inline float getMaxLOD() const { return _maxlod; }
void setLODBias(float anis);
/** Gets the maximum anisotropy value. */
inline float getLODBias() const { return _lodbias; }
/** helper method to generate Sampler from Texture's sampling parameters (except shadow_texture_mode left to NONE) */
static void generateSamplerObjects(StateSet&);
virtual void apply(State& state) const;
virtual void compileGLObjects(State&) const;
/** release state's SamplerObject **/
virtual void releaseGLObjects(State* state=0) const;
virtual int compare(const StateAttribute& sa) const;
protected:
Texture::WrapMode _wrap_s;
Texture::WrapMode _wrap_t;
Texture::WrapMode _wrap_r;
Texture::ShadowCompareFunc _shadow_compare_func;
Texture::ShadowTextureMode _shadow_texture_mode;
Vec4d _borderColor;
Texture::FilterMode _min_filter;
Texture::FilterMode _mag_filter;
float _maxAnisotropy, _minlod, _maxlod, _lodbias;
mutable buffered_value<GLuint> _PCsampler;
mutable buffered_value<uint8_t> _PCdirtyflags;
};
}
#endif