OpenSceneGraph/src/osg/Texture3D.cpp

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#include <osg/GLExtensions>
#include <osg/Texture3D>
#include <osg/State>
#include <osg/GLU>
#include <osg/Notify>
#define TEMPORARY_COMMENT_OUT_WHILE_ESTABLISHING_X_PLATFORM_SUPPORT_FOR_3D_TEXTURES
using namespace osg;
Texture3D::Texture3D():
_textureWidth(0),
_textureHeight(0),
_textureDepth(0),
_numMimpmapLevels(0)
{
}
Texture3D::Texture3D(const Texture3D& text,const CopyOp& copyop):
TextureBase(text,copyop),
_image(copyop(text._image.get())),
_textureWidth(text._textureWidth),
_textureHeight(text._textureHeight),
_textureDepth(text._textureDepth),
_numMimpmapLevels(text._numMimpmapLevels),
_subloadCallback(text._subloadCallback)
{
}
Texture3D::~Texture3D()
{
}
int Texture3D::compare(const StateAttribute& sa) const
{
// check the types are equal and then create the rhs variable
// used by the COMPARE_StateAttribute_Paramter macro's below.
COMPARE_StateAttribute_Types(Texture3D,sa)
if (_image!=rhs._image) // smart pointer comparison.
{
if (_image.valid())
{
if (rhs._image.valid())
{
if (_image->getFileName()<rhs._image->getFileName()) return -1;
else if (_image->getFileName()>rhs._image->getFileName()) return 1;;
}
else
{
return 1; // valid lhs._image is greater than null.
}
}
else if (rhs._image.valid())
{
return -1; // valid rhs._image is greater than null.
}
}
int result = compareTextureBase(rhs);
if (result!=0) return result;
// compare each paramter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_textureWidth)
COMPARE_StateAttribute_Parameter(_textureHeight)
COMPARE_StateAttribute_Parameter(_textureDepth)
COMPARE_StateAttribute_Parameter(_subloadCallback)
return 0; // passed all the above comparison macro's, must be equal.
}
void Texture3D::setImage(Image* image)
{
// delete old texture objects.
for(TextureNameList::iterator itr=_handleList.begin();
itr!=_handleList.end();
++itr)
{
if (*itr != 0)
{
// contact global texture object handler to delete texture objects
// in appropriate context.
// glDeleteTextures( 1L, (const GLuint *)itr );
*itr = 0;
}
}
_image = image;
}
void Texture3D::apply(State& state) const
{
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const uint contextID = state.getContextID();
// get the globj for the current contextID.
GLuint& handle = getTextureObject(contextID);
if (handle != 0)
{
glBindTexture( GL_TEXTURE_3D, handle );
if (_texParamtersDirty) applyTexParameters(GL_TEXTURE_3D,state);
if (_subloadCallback.valid())
{
_subloadCallback->subload(*this,state);
}
}
else if (_subloadCallback.valid())
{
glGenTextures( 1L, (GLuint *)&handle );
glBindTexture( GL_TEXTURE_3D, handle );
applyTexParameters(GL_TEXTURE_3D,state);
_subloadCallback->load(*this,state);
// in theory the following line is redundent, but in practice
// have found that the first frame drawn doesn't apply the textures
// unless a second bind is called?!!
// perhaps it is the first glBind which is not required...
glBindTexture( GL_TEXTURE_3D, handle );
}
else if (_image.valid() && _image->data())
{
glGenTextures( 1L, (GLuint *)&handle );
glBindTexture( GL_TEXTURE_3D, handle );
applyTexParameters(GL_TEXTURE_3D,state);
applyTexImage3D(GL_TEXTURE_3D,_image.get(),state, _textureWidth, _textureHeight, _textureDepth,_numMimpmapLevels);
// in theory the following line is redundent, but in practice
// have found that the first frame drawn doesn't apply the textures
// unless a second bind is called?!!
// perhaps it is the first glBind which is not required...
glBindTexture( GL_TEXTURE_3D, handle );
}
else
{
glBindTexture( GL_TEXTURE_3D, 0 );
}
}
void Texture3D::computeInternalFormat() const
{
if (_image.valid()) computeInternalFormatWithImage(*_image);
}
void Texture3D::applyTexImage3D(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight, GLsizei& indepth, GLsizei& numMimpmapLevels) const
{
#ifndef TEMPORARY_COMMENT_OUT_WHILE_ESTABLISHING_X_PLATFORM_SUPPORT_FOR_3D_TEXTURES
// if we don't have a valid image we can't create a texture!
if (!image || !image->data())
return;
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const uint contextID = state.getContextID();
// update the modified tag to show that it is upto date.
getModifiedTag(contextID) = image->getModifiedTag();
// compute the internal texture format, this set the _internalFormat to an appropriate value.
computeInternalFormat();
// select the internalFormat required for the texture.
bool compressed = isCompressedInternalFormat(_internalFormat);
if (compressed)
{
notify(WARN)<<"Warning::cannot currently use compressed format with 3D textures."<<std::endl;
return;
}
image->ensureValidSizeForTexturing();
glPixelStorei(GL_UNPACK_ALIGNMENT,image->getPacking());
if( _min_filter == LINEAR || _min_filter == NEAREST )
{
numMimpmapLevels = 1;
glTexImage3D( target, 0, _internalFormat,
image->s(), image->t(), image->r(), 0,
(GLenum)image->getPixelFormat(),
(GLenum)image->getDataType(),
image->data() );
}
else
{
if(!image->isMipmap())
{
numMimpmapLevels = 1;
gluBuild3DMipmaps( target, _internalFormat,
image->s(),image->t(),image->r(),
(GLenum)image->getPixelFormat(), (GLenum)image->getDataType(),
image->data() );
}
else
{
numMimpmapLevels = image->getNumMipmapLevels();
int width = image->s();
int height = image->t();
int depth = image->r();
for( GLsizei k = 0 ; k < numMimpmapLevels && (width || height || depth) ;k++)
{
if (width == 0)
width = 1;
if (height == 0)
height = 1;
if (depth == 0)
depth = 1;
glTexImage3D( target, k, _internalFormat,
width, height, depth, 0,
(GLenum)image->getPixelFormat(),
(GLenum)image->getDataType(),
image->getMipmapData(k));
width >>= 1;
height >>= 1;
depth >>= 1;
}
}
}
inwidth = image->s();
inheight = image->t();
indepth = image->r();
#endif // TEMPORARY_COMMENT_OUT_WHILE_ESTABLISHING_X_PLATFORM_SUPPORT_FOR_3D_TEXTURES
}
void Texture3D::copyTexSubImage3D(State& state, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height )
{
#ifndef TEMPORARY_COMMENT_OUT_WHILE_ESTABLISHING_X_PLATFORM_SUPPORT_FOR_3D_TEXTURES
const uint contextID = state.getContextID();
// get the globj for the current contextID.
GLuint& handle = getTextureObject(contextID);
if (handle)
{
// we have a valid image
glBindTexture( GL_TEXTURE_3D, handle );
applyTexParameters(GL_TEXTURE_3D,state);
glCopyTexSubImage3D( GL_TEXTURE_3D, 0, xoffset,yoffset,zoffset, x, y, width, height);
/* Redundant, delete later */
glBindTexture( GL_TEXTURE_3D, handle );
// inform state that this texture is the current one bound.
state.haveAppliedAttribute(this);
}
else
{
notify(WARN)<<"Warning: Texture3D::copyTexSubImage3D(..) failed, cannot not copy to a non existant texture."<<std::endl;
}
#endif // TEMPORARY_COMMENT_OUT_WHILE_ESTABLISHING_X_PLATFORM_SUPPORT_FOR_3D_TEXTURES
}