OpenSceneGraph/src/osg/Texture2D.cpp

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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.
*/
#include <osg/GLExtensions>
#include <osg/Texture2D>
#include <osg/State>
#include <osg/Notify>
#include <osg/GLU>
using namespace osg;
Texture2D::Texture2D():
_textureWidth(0),
_textureHeight(0),
_numMipmapLevels(0)
{
setUseHardwareMipMapGeneration(true);
}
Texture2D::Texture2D(Image* image):
_textureWidth(0),
_textureHeight(0),
_numMipmapLevels(0)
{
setUseHardwareMipMapGeneration(true);
setImage(image);
}
Texture2D::Texture2D(const Texture2D& text,const CopyOp& copyop):
Texture(text,copyop),
_image(copyop(text._image.get())),
_textureWidth(text._textureWidth),
_textureHeight(text._textureHeight),
_numMipmapLevels(text._numMipmapLevels),
_subloadCallback(text._subloadCallback)
{
}
Texture2D::~Texture2D()
{
}
int Texture2D::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(Texture2D,sa)
if (_image!=rhs._image) // smart pointer comparison.
{
if (_image.valid())
{
if (rhs._image.valid())
{
int result = _image->compare(*rhs._image);
if (result!=0) return result;
}
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 = compareTexture(rhs);
if (result!=0) return result;
// compare each paramter in turn against the rhs.
#if 1
if (_textureWidth != 0 && rhs._textureWidth != 0)
{
COMPARE_StateAttribute_Parameter(_textureWidth)
}
if (_textureHeight != 0 && rhs._textureHeight != 0)
{
COMPARE_StateAttribute_Parameter(_textureHeight)
}
#endif
COMPARE_StateAttribute_Parameter(_subloadCallback)
return 0; // passed all the above comparison macro's, must be equal.
}
void Texture2D::setImage(Image* image)
{
_image = image;
_modifiedCount.setAllElementsTo(0);
}
void Texture2D::apply(State& state) const
{
//state.setReportGLErrors(true);
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
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const unsigned int contextID = state.getContextID();
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject != 0)
{
textureObject->bind();
if (getTextureParameterDirty(state.getContextID()))
applyTexParameters(GL_TEXTURE_2D,state);
if (_subloadCallback.valid())
{
_subloadCallback->subload(*this,state);
}
else if (_image.valid() && getModifiedCount(contextID) != _image->getModifiedCount())
{
applyTexImage2D_subload(state,GL_TEXTURE_2D,_image.get(),
_textureWidth, _textureHeight, _internalFormat, _numMipmapLevels);
// update the modified tag to show that it is upto date.
getModifiedCount(contextID) = _image->getModifiedCount();
}
}
else if (_subloadCallback.valid())
{
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID,GL_TEXTURE_2D);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
_subloadCallback->load(*this,state);
textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
// 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_2D, handle );
}
else if (_image.valid() && _image->data())
{
// compute the internal texture format, this set the _internalFormat to an appropriate value.
computeInternalFormat();
// compute the dimensions of the texture.
computeRequiredTextureDimensions(state,*_image,_textureWidth, _textureHeight, _numMipmapLevels);
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(
contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
if (textureObject->isAllocated())
{
//std::cout<<"Reusing texture object"<<std::endl;
applyTexImage2D_subload(state,GL_TEXTURE_2D,_image.get(),
_textureWidth, _textureHeight, _internalFormat, _numMipmapLevels);
}
else
{
//std::cout<<"Creating new texture object"<<std::endl;
applyTexImage2D_load(state,GL_TEXTURE_2D,_image.get(),
_textureWidth, _textureHeight, _numMipmapLevels);
textureObject->setAllocated(true);
}
// update the modified tag to show that it is upto date.
getModifiedCount(contextID) = _image->getModifiedCount();
if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded() && _image->getDataVariance()==STATIC)
{
Texture2D* non_const_this = const_cast<Texture2D*>(this);
non_const_this->_image = 0;
}
// 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_2D, handle );
}
else
{
glBindTexture( GL_TEXTURE_2D, 0 );
}
}
void Texture2D::computeInternalFormat() const
{
if (_image.valid()) computeInternalFormatWithImage(*_image);
}
void Texture2D::copyTexImage2D(State& state, int x, int y, int width, int height )
{
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const unsigned int contextID = state.getContextID();
if (_internalFormat==0) _internalFormat=GL_RGBA;
// get the globj for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject)
{
if (width==(int)_textureWidth && height==(int)_textureHeight)
{
// we have a valid texture object which is the right size
// so lets play clever and use copyTexSubImage2D instead.
// this allows use to reuse the texture object and avoid
// expensive memory allocations.
copyTexSubImage2D(state,0 ,0, x, y, width, height);
return;
}
// the relevent texture object is not of the right size so
// needs to been deleted
// remove previously bound textures.
dirtyTextureObject();
// note, dirtyTextureObject() dirties all the texture objects for
// this texture, is this right? Perhaps we should dirty just the
// one for this context. Note sure yet will leave till later.
// RO July 2001.
}
// remove any previously assigned images as these are nolonger valid.
_image = NULL;
// switch off mip-mapping.
//
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID,GL_TEXTURE_2D);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != NEAREST);
bool hardwareMipMapOn = false;
if (needHardwareMipMap)
{
const Extensions* extensions = getExtensions(contextID,true);
bool generateMipMapSupported = extensions->isGenerateMipMapSupported();
hardwareMipMapOn = _useHardwareMipMapGeneration && generateMipMapSupported;
if (!hardwareMipMapOn)
{
// have to swtich off mip mapping
notify(NOTICE)<<"Warning: Texture2D::copyTexImage2D(,,,,) switch of mip mapping as hardware support not available."<<std::endl;
_min_filter = LINEAR;
}
}
if (hardwareMipMapOn) glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS,GL_TRUE);
glCopyTexImage2D( GL_TEXTURE_2D, 0, _internalFormat, x, y, width, height, 0 );
if (hardwareMipMapOn) glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS,GL_FALSE);
_textureWidth = width;
_textureHeight = height;
_numMipmapLevels = 1;
textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
// inform state that this texture is the current one bound.
state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
}
void Texture2D::copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height )
{
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const unsigned int contextID = state.getContextID();
if (_internalFormat==0) _internalFormat=GL_RGBA;
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject)
{
// we have a valid image
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != NEAREST);
bool hardwareMipMapOn = false;
if (needHardwareMipMap)
{
const Extensions* extensions = getExtensions(contextID,true);
bool generateMipMapSupported = extensions->isGenerateMipMapSupported();
hardwareMipMapOn = _useHardwareMipMapGeneration && generateMipMapSupported;
if (!hardwareMipMapOn)
{
// have to swtich off mip mapping
notify(NOTICE)<<"Warning: Texture2D::copyTexImage2D(,,,,) switch of mip mapping as hardware support not available."<<std::endl;
_min_filter = LINEAR;
}
}
if (hardwareMipMapOn) glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS,GL_TRUE);
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, xoffset, yoffset, x, y, width, height);
if (hardwareMipMapOn) glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS,GL_FALSE);
// inform state that this texture is the current one bound.
state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
}
else
{
// no texture object already exsits for this context so need to
// create it upfront - simply call copyTexImage2D.
copyTexImage2D(state,x,y,width,height);
}
}