2007-09-07 19:21:02 +08:00
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_TEXTURE2DARRAY
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#define OSG_TEXTURE2DARRAY 1
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#include <osg/Texture>
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#include <list>
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namespace osg {
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/** Texture2DArray state class which encapsulates OpenGL 2D array texture functionality.
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* Texture arrays were introduced with Shader Model 4.0 hardware.
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*
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* A 2D texture array does contain textures sharing the same properties (e.g. size, bitdepth,...)
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* in a layered structure. See http://www.opengl.org/registry/specs/EXT/texture_array.txt for more info.
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*/
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class OSG_EXPORT Texture2DArray : public Texture
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{
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public :
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Texture2DArray();
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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Texture2DArray(const Texture2DArray& cm,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_StateAttribute(osg, Texture2DArray, TEXTURE);
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/** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
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virtual int compare(const StateAttribute& rhs) const;
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virtual GLenum getTextureTarget() const { return GL_TEXTURE_2D_ARRAY_EXT; }
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/** Set the texture image for specified layer. */
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virtual void setImage(unsigned int layer, Image* image);
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/** Get the texture image for specified layer. */
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virtual Image* getImage(unsigned int layer);
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/** Get the const texture image for specified layer. */
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virtual const Image* getImage(unsigned int layer) const;
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/** Get the number of images that are assigned to the Texture.
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* The number is equal to the texture depth. To get the maximum possible
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* image/layer count, you have to use the extension subclass, since it provides
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* graphic context dependent information.
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*/
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virtual unsigned int getNumImages() const { return getTextureDepth(); }
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/** Check how often was a certain layer in the given context modified */
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inline unsigned int& getModifiedCount(unsigned int layer, unsigned int contextID) const
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{
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// get the modified count for the current contextID.
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return _modifiedCount[layer][contextID];
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}
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/** Set the texture width and height. If width or height are zero then
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* the repsective size value is calculated from the source image sizes.
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* Depth parameter specifies the number of layers to be used.
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*/
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void setTextureSize(int width, int height, int depth);
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void setTextureWidth(int width) { _textureWidth=width; }
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void setTextureHeight(int height) { _textureHeight=height; }
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void setTextureDepth(int depth);
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virtual int getTextureWidth() const { return _textureWidth; }
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virtual int getTextureHeight() const { return _textureHeight; }
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virtual int getTextureDepth() const { return _textureDepth; }
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class OSG_EXPORT SubloadCallback : public Referenced
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{
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public:
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virtual void load(const Texture2DArray& texture,State& state) const = 0;
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virtual void subload(const Texture2DArray& texture,State& state) const = 0;
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};
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void setSubloadCallback(SubloadCallback* cb) { _subloadCallback = cb;; }
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SubloadCallback* getSubloadCallback() { return _subloadCallback.get(); }
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const SubloadCallback* getSubloadCallback() const { return _subloadCallback.get(); }
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/** Set the number of mip map levels the the texture has been created with.
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* Should only be called within an osg::Texuture::apply() and custom OpenGL texture load.
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*/
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void setNumMipmapLevels(unsigned int num) const { _numMipmapLevels=num; }
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/** Get the number of mip map levels the the texture has been created with. */
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unsigned int getNumMipmapLevels() const { return _numMipmapLevels; }
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/** Copies a two-dimensional texture subimage, as per
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* glCopyTexSubImage3D. Updates a portion of an existing OpenGL
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* texture object from the current OpenGL background framebuffer
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* contents at position \a x, \a y with width \a width and height
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* \a height. Loads framebuffer data into the texture using offsets
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* \a xoffset and \a yoffset. \a zoffset specifies the layer of the texture
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* array to which the result is copied.
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*/
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void copyTexSubImage2DArray(State& state, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height );
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/** Bind the texture if already compiled. Otherwise recompile.
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*/
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virtual void apply(State& state) const;
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/** Extensions class which encapsulates the querying of extensions and
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* associated function pointers, and provides convinience wrappers to
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* check for the extensions or use the associated functions.
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*/
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class OSG_EXPORT Extensions : public osg::Referenced
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{
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public:
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Extensions(unsigned int contextID);
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Extensions(const Extensions& rhs);
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void lowestCommonDenominator(const Extensions& rhs);
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void setupGLExtensions(unsigned int contextID);
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void setTexture2DArraySupported(bool flag) { _isTexture2DArraySupported=flag; }
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bool isTexture2DArraySupported() const { return _isTexture2DArraySupported; }
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void setTexture3DSupported(bool flag) { _isTexture3DSupported=flag; }
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bool isTexture3DSupported() const { return _isTexture3DSupported; }
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void setMaxLayerCount(GLint count) { _maxLayerCount = count; }
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GLint maxLayerCount() const { return _maxLayerCount; }
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void setMax2DSize(GLint size) { _max2DSize = size; }
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GLint max2DSize() const { return _max2DSize; }
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void setTexImage3DProc(void* ptr) { _glTexImage3D = ptr; }
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void glTexImage3D( GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) const;
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void setTexSubImage3DProc(void* ptr) { _glTexSubImage3D = ptr; }
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void glTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) const;
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void setCopyTexSubImage3DProc(void* ptr) { _glCopyTexSubImage3D = ptr; }
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void glCopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ) const;
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bool isCompressedTexImage3DSupported() const { return _glCompressedTexImage3D!=0; }
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void setCompressedTexImage3DProc(void* ptr) { _glCompressedTexImage3D = ptr; }
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void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data) const;
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bool isCompressedTexSubImage3DSupported() const { return _glCompressedTexSubImage3D!=0; }
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void setCompressedTexSubImage3DProc(void* ptr) { _glCompressedTexSubImage3D = ptr; }
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void glCompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data ) const;
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protected:
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~Extensions() {}
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bool _isTexture2DArraySupported;
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bool _isTexture3DSupported;
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GLint _maxLayerCount;
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GLint _max2DSize;
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void* _glTexImage3D;
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void* _glTexSubImage3D;
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void* _glCompressedTexImage3D;
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void* _glCompressedTexSubImage3D;
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void* _glCopyTexSubImage3D;
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};
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/** Function to call to get the extension of a specified context.
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* If the Exentsion object for that context has not yet been created
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* and the 'createIfNotInitalized' flag been set to false then returns NULL.
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* If 'createIfNotInitalized' is true then the Extensions object is
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* automatically created. However, in this case the extension object will
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* only be created with the graphics context associated with ContextID.
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*/
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static Extensions* getExtensions(unsigned int contextID,bool createIfNotInitalized);
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/** The setExtensions method allows users to override the extensions across graphics contexts.
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* Typically used when you have different extensions supported across graphics pipes
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* but need to ensure that they all use the same low common denominator extensions.
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*/
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static void setExtensions(unsigned int contextID,Extensions* extensions);
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protected :
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virtual ~Texture2DArray();
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bool imagesValid() const;
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virtual void computeInternalFormat() const;
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2007-09-11 20:04:58 +08:00
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void allocateMipmap(State& state) const;
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2007-09-07 19:21:02 +08:00
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void applyTexImage2DArray_subload(State& state, Image* image, GLsizei& inwidth, GLsizei& inheight, GLsizei& indepth, GLsizei& numMipmapLevels) const;
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/**
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* Use std::vector to encapsulate referenced pointers to images of different layers.
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* Vectors gives us a random access iterator. The overhead of non-used elements is negligeable */
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std::vector<ref_ptr<Image> > _images;
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// subloaded images can have different texture and image sizes.
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mutable GLsizei _textureWidth, _textureHeight, _textureDepth;
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// number of mip map levels the the texture has been created with,
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mutable GLsizei _numMipmapLevels;
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ref_ptr<SubloadCallback> _subloadCallback;
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typedef buffered_value<unsigned int> ImageModifiedCount;
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mutable std::vector<ImageModifiedCount> _modifiedCount;
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};
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}
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#endif
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