OpenSceneGraph/src/osg/Texture.cpp

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#if defined(_MSC_VER)
#pragma warning( disable : 4786 )
#endif
#include <osg/ref_ptr>
#include <osg/Image>
#include <osg/Texture>
#include <osg/State>
#include <osg/Notify>
#include <osg/GLExtensions>
#include <osg/GLU>
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using namespace osg;
Texture::DeletedTextureObjectCache Texture::s_deletedTextureObjectCache;
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Texture::Texture()
{
_textureUnit = 0;
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_wrap_s = CLAMP;
_wrap_t = CLAMP;
_wrap_r = CLAMP;
//_min_filter = LINEAR_MIPMAP_LINEAR; // trilinear
//_min_filter = LINEAR_MIPMAP_NEAREST; // bilinear
_min_filter = NEAREST_MIPMAP_LINEAR; // OpenGL default
_mag_filter = LINEAR;
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_internalFormatMode = USE_IMAGE_DATA_FORMAT;
_internalFormatValue = 0;
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_textureWidth = _textureHeight = 0;
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_textureObjectSize = 0;
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_subloadMode = OFF;
_subloadOffsX = _subloadOffsY = 0;
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}
Texture::~Texture()
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{
// delete old texture objects.
dirtyTextureObject();
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}
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int Texture::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(Texture,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.
}
}
// compare each paramter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_textureUnit)
COMPARE_StateAttribute_Parameter(_wrap_s)
COMPARE_StateAttribute_Parameter(_wrap_t)
COMPARE_StateAttribute_Parameter(_wrap_r)
COMPARE_StateAttribute_Parameter(_min_filter)
COMPARE_StateAttribute_Parameter(_mag_filter)
COMPARE_StateAttribute_Parameter(_internalFormatMode)
COMPARE_StateAttribute_Parameter(_internalFormatValue)
COMPARE_StateAttribute_Parameter(_textureWidth)
COMPARE_StateAttribute_Parameter(_textureHeight)
COMPARE_StateAttribute_Parameter(_subloadMode)
COMPARE_StateAttribute_Parameter(_subloadOffsX)
COMPARE_StateAttribute_Parameter(_subloadOffsY)
return 0; // passed all the above comparison macro's, must be equal.
}
void Texture::setImage(Image* image)
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{
// delete old texture objects.
for(TextureNameList::iterator itr=_handleList.begin();
itr!=_handleList.end();
++itr)
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{
if (*itr != 0)
{
// contact global texture object handler to delete texture objects
// in appropriate context.
// glDeleteTextures( 1L, (const GLuint *)itr );
*itr = 0;
}
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}
_image = image;
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}
void Texture::setWrap(const WrapParameter which, const WrapMode wrap)
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{
switch( which )
{
case WRAP_S : _wrap_s = wrap; break;
case WRAP_T : _wrap_t = wrap; break;
case WRAP_R : _wrap_r = wrap; break;
default : notify(WARN)<<"Error: invalid 'which' passed Texture::setWrap("<<(unsigned int)which<<","<<(unsigned int)wrap<<")"<<endl; break;
}
}
const Texture::WrapMode Texture::getWrap(const WrapParameter which) const
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{
switch( which )
{
case WRAP_S : return _wrap_s;
case WRAP_T : return _wrap_t;
case WRAP_R : return _wrap_r;
default : notify(WARN)<<"Error: invalid 'which' passed Texture::getWrap(which)"<<endl; return _wrap_s;
}
}
void Texture::setFilter(const FilterParameter which, const FilterMode filter)
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{
switch( which )
{
case MIN_FILTER : _min_filter = filter; break;
case MAG_FILTER : _mag_filter = filter; break;
default : notify(WARN)<<"Error: invalid 'which' passed Texture::setFilter("<<(unsigned int)which<<","<<(unsigned int)filter<<")"<<endl; break;
}
}
const Texture::FilterMode Texture::getFilter(const FilterParameter which) const
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{
switch( which )
{
case MIN_FILTER : return _min_filter;
case MAG_FILTER : return _mag_filter;
default : notify(WARN)<<"Error: invalid 'which' passed Texture::getFilter(which)"<<endl; return _min_filter;
}
}
/** Force a recompile on next apply() of associated OpenGL texture objects.*/
void Texture::dirtyTextureObject()
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{
for(uint i=0;i<_handleList.size();++i)
{
if (_handleList[i] != 0)
{
Texture::deleteTextureObject(i,_handleList[i]);
_handleList[i] = 0;
}
}
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}
void Texture::apply(State& state) const
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{
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const uint contextID = state.getContextID();
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// get the globj for the current contextID.
GLuint& handle = getHandle(contextID);
// For multi-texturing will need something like...
// glActiveTextureARB((GLenum)(GL_TEXTURE0_ARB+_textureUnit));
if (handle != 0)
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{
if (_subloadMode == OFF)
{
glBindTexture( GL_TEXTURE_2D, handle );
}
else if (_image.valid() && _image->data())
{
// pad out the modified tag list, if required.
while (_modifiedTag.size() <= contextID)
_modifiedTag.push_back(0);
if (_subloadMode == AUTO ||
(_subloadMode == IF_DIRTY && _modifiedTag[contextID] != _image->getModifiedTag()))
{
glBindTexture( GL_TEXTURE_2D, handle );
glTexSubImage2D(GL_TEXTURE_2D, 0,
_subloadOffsX, _subloadOffsY,
_image->s(), _image->t(),
(GLenum) _image->pixelFormat(), (GLenum) _image->dataType(),
_image->data());
// update the modified flag to show that the image has been loaded.
_modifiedTag[contextID] = _image->getModifiedTag();
}
}
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}
else if (_image.valid() && _image->data())
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{
glGenTextures( 1L, (GLuint *)&handle );
glBindTexture( GL_TEXTURE_2D, handle );
applyImmediateMode(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_2D, handle );
}
}
void Texture::compile(State& state) const
{
apply(state);
}
void Texture::applyImmediateMode(State& state) const
{
// if we don't have a valid image we can't create a texture!
if (!_image.valid() || !_image->data())
return;
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const uint contextID = state.getContextID();
// pad out the modified tag list, if required.
while (_modifiedTag.size() <= contextID)
_modifiedTag.push_back(0);
// update the modified tag to show that it is upto date.
_modifiedTag[contextID] = _image->getModifiedTag();
if (_subloadMode == OFF)
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_image->ensureDimensionsArePowerOfTwo();
glPixelStorei(GL_UNPACK_ALIGNMENT,_image->packing());
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WrapMode ws = _wrap_s, wt = _wrap_t;
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// GL_IBM_texture_mirrored_repeat, fall-back REPEAT
static bool s_mirroredSupported = isGLExtensionSupported("GL_IBM_texture_mirrored_repeat");
if (!s_mirroredSupported)
{
if (ws == MIRROR)
ws = REPEAT;
if (wt == MIRROR)
wt = REPEAT;
}
// GL_EXT_texture_edge_clamp, fall-back CLAMP
static bool s_edgeClampSupported = isGLExtensionSupported("GL_EXT_texture_edge_clamp");
if (!s_edgeClampSupported)
{
if (ws == CLAMP_TO_EDGE)
ws = CLAMP;
if (wt == CLAMP_TO_EDGE)
wt = CLAMP;
}
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, ws );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wt );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _min_filter);
if (_mag_filter == ANISOTROPIC)
{
// check for support for anisotropic filter,
// note since this is static varible it is intialised
// only on the first time entering this code block,
// is then never reevaluated on subsequent calls.
static bool s_anisotropicSupported =
isGLExtensionSupported("GL_EXT_texture_filter_anisotropic");
if (s_anisotropicSupported)
{
// note, GL_TEXTURE_MAX_ANISOTROPY_EXT will either be defined
// by gl.h (or via glext.h) or by include/osg/Texture.
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.f);
}
else
{
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, LINEAR);
}
}
else
{
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _mag_filter);
}
static bool s_ARB_Compression = isGLExtensionSupported("GL_ARB_texture_compression");
static bool s_S3TC_Compression = isGLExtensionSupported("GL_EXT_texture_compression_s3tc");
// select the internalFormat required for the texture.
int internalFormat = _image->internalFormat();
switch(_internalFormatMode)
{
case(USE_IMAGE_DATA_FORMAT):
internalFormat = _image->internalFormat();
break;
case(USE_ARB_COMPRESSION):
if (s_ARB_Compression)
{
switch(_image->pixelFormat())
{
case(1): internalFormat = GL_COMPRESSED_ALPHA_ARB; break;
case(2): internalFormat = GL_COMPRESSED_LUMINANCE_ALPHA_ARB; break;
case(3): internalFormat = GL_COMPRESSED_RGB_ARB; break;
case(4): internalFormat = GL_COMPRESSED_RGBA_ARB; break;
case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_ARB; break;
case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_ARB; break;
case(GL_ALPHA): internalFormat = GL_COMPRESSED_ALPHA_ARB; break;
case(GL_LUMINANCE): internalFormat = GL_COMPRESSED_LUMINANCE_ARB; break;
case(GL_LUMINANCE_ALPHA): internalFormat = GL_COMPRESSED_LUMINANCE_ALPHA_ARB; break;
case(GL_INTENSITY): internalFormat = GL_COMPRESSED_INTENSITY_ARB; break;
}
}
else internalFormat = _image->internalFormat();
break;
case(USE_S3TC_DXT1_COMPRESSION):
if (s_S3TC_Compression)
{
switch(_image->pixelFormat())
{
case(3): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
case(4): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
default: internalFormat = _image->internalFormat(); break;
}
}
else internalFormat = _image->internalFormat();
break;
case(USE_S3TC_DXT3_COMPRESSION):
if (s_S3TC_Compression)
{
switch(_image->pixelFormat())
{
case(3):
case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
case(4):
case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
default: internalFormat = _image->internalFormat(); break;
}
}
else internalFormat = _image->internalFormat();
break;
case(USE_S3TC_DXT5_COMPRESSION):
if (s_S3TC_Compression)
{
switch(_image->pixelFormat())
{
case(3):
case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
case(4):
case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
default: internalFormat = _image->internalFormat(); break;
}
}
else internalFormat = _image->internalFormat();
break;
case(USE_USER_DEFINED_FORMAT):
internalFormat = _internalFormatValue;
break;
}
if (_subloadMode == OFF) {
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if( _min_filter == LINEAR || _min_filter == NEAREST )
{
glTexImage2D( GL_TEXTURE_2D, 0, internalFormat,
_image->s(), _image->t(), 0,
(GLenum)_image->pixelFormat(),
(GLenum)_image->dataType(),
_image->data() );
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// just estimate estimate it right now..
// note, ignores texture compression..
_textureObjectSize = _image->s()*_image->t()*4;
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}
else
{
gluBuild2DMipmaps( GL_TEXTURE_2D, internalFormat,
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_image->s(),_image->t(),
(GLenum)_image->pixelFormat(), (GLenum)_image->dataType(),
_image->data() );
// just estimate size it right now..
// crude x2 multiplier to account for minmap storage.
// note, ignores texture compression..
_textureObjectSize = _image->s()*_image->t()*4;
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}
_textureWidth = _image->s();
_textureHeight = _image->t();
}
else
{
static bool s_SGIS_GenMipmap = isGLExtensionSupported("GL_SGIS_generate_mipmap");
if (s_SGIS_GenMipmap && (_min_filter != LINEAR && _min_filter != NEAREST)) {
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
}
// calculate texture dimension
_textureWidth = 1;
for (; _textureWidth < (_subloadOffsX + _image->s()); _textureWidth <<= 1)
;
_textureHeight = 1;
for (; _textureHeight < (_subloadOffsY + _image->t()); _textureHeight <<= 1)
;
// reserve appropriate texture memory
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat,
_textureWidth, _textureHeight, 0,
(GLenum) _image->pixelFormat(), (GLenum) _image->dataType(),
NULL);
glTexSubImage2D(GL_TEXTURE_2D, 0,
_subloadOffsX, _subloadOffsY,
_image->s(), _image->t(),
(GLenum) _image->pixelFormat(), (GLenum) _image->dataType(),
_image->data());
}
}
/** use deleteTextureObject instead of glDeleteTextures to allow
* OpenGL texture objects to cached until they can be deleted
* by the OpenGL context in which they were created, specified
* by contextID.*/
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void Texture::deleteTextureObject(uint contextID,GLuint handle)
{
if (handle!=0)
{
// insert the handle into the cache for the appropriate context.
s_deletedTextureObjectCache[contextID].insert(handle);
}
}
/** flush all the cached display list which need to be deleted
* in the OpenGL context related to contextID.*/
void Texture::flushDeletedTextureObjects(uint contextID)
{
DeletedTextureObjectCache::iterator citr = s_deletedTextureObjectCache.find(contextID);
if (citr!=s_deletedTextureObjectCache.end())
{
std::set<uint>& textureObjectSet = citr->second;
for(std::set<uint>::iterator titr=textureObjectSet.begin();
titr!=textureObjectSet.end();
++titr)
{
glDeleteTextures( 1L, (const GLuint *)&(*titr ));
}
s_deletedTextureObjectCache.erase(citr);
}
}
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void Texture::copyTexImage2D(State& state, int x, int y, int width, int height )
{
const uint contextID = state.getContextID();
// get the globj for the current contextID.
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GLuint& handle = getHandle(contextID);
if (handle)
{
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.
}
// For multi-texturing will need something like...
// glActiveTextureARB((GLenum)(GL_TEXTURE0_ARB+_textureUnit));
// remove any previously assigned images as these are nolonger valid.
_image = NULL;
// switch off mip-mapping.
_min_filter = LINEAR;
_mag_filter = LINEAR;
// Get a new 2d texture handle.
glGenTextures( 1, &handle );
glBindTexture( GL_TEXTURE_2D, handle );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _wrap_s );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _wrap_t );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _min_filter );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _mag_filter );
glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, x, y, width, height, 0 );
/* Redundant, delete later */
// glBindTexture( GL_TEXTURE_2D, handle );
_textureWidth = width;
_textureHeight = height;
// cout<<"copyTexImage2D x="<<x<<" y="<<y<<" w="<<width<<" h="<<height<<endl;
// inform state that this texture is the current one bound.
state.have_applied(this);
}
void Texture::copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height )
{
const uint contextID = state.getContextID();
// get the globj for the current contextID.
GLuint& handle = getHandle(contextID);
if (handle)
{
// we have a valid image
glBindTexture( GL_TEXTURE_2D, handle );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _wrap_s );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _wrap_t );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _min_filter );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _mag_filter );
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, xoffset,yoffset, x, y, width, height);
/* Redundant, delete later */
glBindTexture( GL_TEXTURE_2D, handle );
// inform state that this texture is the current one bound.
state.have_applied(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);
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}
}