2003-01-22 00:45:36 +08:00
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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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2002-08-25 03:39:39 +08:00
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// -*-c++-*-
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#ifndef OSG_TEXTURE1D
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#define OSG_TEXTURE1D 1
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2002-08-28 23:28:11 +08:00
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#include <osg/Texture>
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2002-08-25 03:39:39 +08:00
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namespace osg {
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/** Texture state class which encapsulates OpenGl 1D texture functionality.*/
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2002-08-28 23:28:11 +08:00
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class SG_EXPORT Texture1D : public Texture
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2002-08-25 03:39:39 +08:00
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{
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public :
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Texture1D();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Texture1D(const Texture1D& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_StateAttribute(osg, Texture1D,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 void getAssociatedModes(std::vector<GLMode>& modes) const
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{
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modes.push_back(GL_TEXTURE_1D);
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}
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/** Set the texture image. */
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void setImage(Image* image);
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/** Get the texture image. */
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Image* getImage() { return _image.get(); }
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/** Get the const texture image. */
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inline const Image* getImage() const { return _image.get(); }
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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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2002-09-02 20:31:35 +08:00
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inline void setTextureSize(int width) const
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2002-08-25 03:39:39 +08:00
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{
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_textureWidth = width;
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}
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/** Get the texture subload width. */
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inline void getTextureSize(int& width) const
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{
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width = _textureWidth;
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}
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class SubloadCallback : public Referenced
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{
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public:
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virtual void load(const Texture1D& texture,State& state) const = 0;
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virtual void subload(const Texture1D& 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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void setNumMipmapLevels(unsigned int num) const { _numMimpmapLevels=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 _numMimpmapLevels; }
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/** Copy pixels into a 1D texture image.As per glCopyTexImage1D.
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* Creates an OpenGL texture object from the current OpenGL background
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* framebuffer contents at pos \a x, \a y with width \a width. \a width must be a power of two.
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*/
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void copyTexImage1D(State& state, int x, int y, int width);
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/** Copy a one-dimensional texture subimage. As per glCopyTexSubImage1D.
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* Updates portion of an existing OpenGL texture object from the current OpenGL background
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* framebuffer contents at pos \a x, \a y with width \a width.
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*/
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void copyTexSubImage1D(State& state, int xoffset, int x, int y, int width);
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/** On first apply (unless already compiled), create the minmapped
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* texture and bind it, subsequent apply will simple bind to texture.*/
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virtual void apply(State& state) const;
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protected :
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virtual ~Texture1D();
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virtual void computeInternalFormat() const;
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/** Helper method which does the creation of the texture itself, and
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* does not set or use texture binding. */
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void applyTexImage1D(GLenum target, Image* image, State& state, GLsizei& width, GLsizei& numMimpmapLevels) const;
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// not ideal that _image is mutable, but its required since
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// Image::ensureDimensionsArePowerOfTwo() can only be called
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// in a valid OpenGL context, a therefore within an Texture::apply
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// which is const...
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mutable ref_ptr<Image> _image;
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// subloaded images can have different texture and image sizes.
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mutable GLsizei _textureWidth;
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// number of mip map levels the the texture has been created with,
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mutable GLsizei _numMimpmapLevels;
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ref_ptr<SubloadCallback> _subloadCallback;
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};
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}
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#endif
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