OpenSceneGraph/include/osg/Texture

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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.
*/
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#ifndef OSG_TEXTURE
#define OSG_TEXTURE 1
#include <osg/GL>
#include <osg/Image>
#include <osg/StateAttribute>
#include <osg/ref_ptr>
#include <osg/Vec4>
#include <osg/buffered_value>
#include <list>
#include <map>
// if not defined by gl.h use the definition found in:
// http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_filter_anisotropic.txt
#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#endif
#ifndef GL_ARB_texture_compression
#define GL_COMPRESSED_ALPHA_ARB 0x84E9
#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA
#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB
#define GL_COMPRESSED_INTENSITY_ARB 0x84EC
#define GL_COMPRESSED_RGB_ARB 0x84ED
#define GL_COMPRESSED_RGBA_ARB 0x84EE
#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF
#define GL_TEXTURE_COMPRESSED_ARB 0x86A1
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
#endif
#ifndef GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB
#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0
#endif
#ifndef GL_EXT_texture_compression_s3tc
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#endif
#ifndef GL_NV_texture_shader
#define GL_HILO_NV 0x86F4
#define GL_DSDT_NV 0x86F5
#define GL_DSDT_MAG_NV 0x86F6
#define GL_DSDT_MAG_VIB_NV 0x86F7
#define GL_HILO16_NV 0x86F8
#define GL_SIGNED_HILO_NV 0x86F9
#define GL_SIGNED_HILO16_NV 0x86FA
#define GL_SIGNED_RGBA_NV 0x86FB
#define GL_SIGNED_RGBA8_NV 0x86FC
#define GL_SIGNED_RGB_NV 0x86FE
#define GL_SIGNED_RGB8_NV 0x86FF
#define GL_SIGNED_LUMINANCE_NV 0x8701
#define GL_SIGNED_LUMINANCE8_NV 0x8702
#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703
#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704
#define GL_SIGNED_ALPHA_NV 0x8705
#define GL_SIGNED_ALPHA8_NV 0x8706
#define GL_SIGNED_INTENSITY_NV 0x8707
#define GL_SIGNED_INTENSITY8_NV 0x8708
#define GL_DSDT8_NV 0x8709
#define GL_DSDT8_MAG8_NV 0x870A
#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B
#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C
#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D
#endif
#ifndef GL_MIRRORED_REPEAT_IBM
#define GL_MIRRORED_REPEAT_IBM 0x8370
#endif
#ifndef GL_CLAMP_TO_EDGE
#define GL_CLAMP_TO_EDGE 0x812F
#endif
#ifndef GL_CLAMP_TO_BORDER_ARB
#define GL_CLAMP_TO_BORDER_ARB 0x812D
#endif
#ifndef GL_GENERATE_MIPMAP_SGIS
#define GL_GENERATE_MIPMAP_SGIS 0x8191
#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192
#endif
#ifndef GL_TEXTURE_3D
#define GL_TEXTURE_3D 0x806F
#endif
#ifndef GL_TEXTURE_COMPARE_MODE_ARB
#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B
#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C
#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D
#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E
#endif
#ifndef TEXTURE_COMPARE_FAIL_VALUE_ARB
#define TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF
#endif
#if !defined( GL_MAX_TEXTURE_UNITS )
#define GL_MAX_TEXTURE_UNITS 0x84E2
#endif
#ifndef GL_TEXTURE_DEPTH
#define GL_TEXTURE_DEPTH 0x8071
#endif
namespace osg {
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/** Texture base class which encapsulates OpenGl texture functionality which common betweent the various types of OpenGL textures.*/
class SG_EXPORT Texture : public osg::StateAttribute
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{
public :
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Texture();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Texture(const Texture& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
virtual osg::Object* cloneType() const = 0;
virtual osg::Object* clone(const CopyOp& copyop) const = 0;
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const Texture *>(obj)!=NULL; }
virtual const char* libraryName() const { return "osg"; }
virtual const char* className() const { return "Texture"; }
virtual Type getType() const { return TEXTURE; }
virtual bool isTextureAttribute() const { return true; }
enum WrapParameter {
WRAP_S,
WRAP_T,
WRAP_R
};
enum WrapMode {
CLAMP = GL_CLAMP,
CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE,
CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER_ARB,
REPEAT = GL_REPEAT,
MIRROR = GL_MIRRORED_REPEAT_IBM
};
/** Set the texture wrap mode.*/
void setWrap(WrapParameter which, WrapMode wrap);
/** Get the texture wrap mode.*/
WrapMode getWrap(WrapParameter which) const;
/** Set the border color for this texture. Makes difference only if
* wrap mode is CLAMP_TO_BORDER */
void setBorderColor(const Vec4& color) { _borderColor = color; dirtyTextureParameters(); }
/** Get the border color for this texture.*/
const Vec4& getBorderColor() const { return _borderColor; }
/** Set the border width.*/
void setBorderWidth(GLint width) { _borderWidth = width; dirtyTextureParameters(); }
GLint getBorderWidth() const { return _borderWidth; }
enum FilterParameter {
MIN_FILTER,
MAG_FILTER
};
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enum FilterMode {
LINEAR = GL_LINEAR,
LINEAR_MIPMAP_LINEAR = GL_LINEAR_MIPMAP_LINEAR,
LINEAR_MIPMAP_NEAREST = GL_LINEAR_MIPMAP_NEAREST,
NEAREST = GL_NEAREST,
NEAREST_MIPMAP_LINEAR = GL_NEAREST_MIPMAP_LINEAR,
NEAREST_MIPMAP_NEAREST = GL_NEAREST_MIPMAP_NEAREST
};
/** Set the texture filter mode.*/
void setFilter(FilterParameter which, FilterMode filter);
/** Get the texture filter mode.*/
FilterMode getFilter(FilterParameter which) const;
/** Set the maximum anisotropy value, default value is 1.0 for
* no anisotropic filtering. If hardware does not support anisotropic
* filtering then normal filtering is used, equivilant to a max anisotropy value of 1.0.
* valid range is 1.0f upwards. The maximum value depends on the graphics
* system being used.*/
void setMaxAnisotropy(float anis);
/** Get the maximum anisotropy value.*/
inline float getMaxAnisotropy() const { return _maxAnisotropy; }
/** Set the hint of whether to use hardware mip map generation where available.*/
inline void setUseHardwareMipMapGeneration(bool useHardwareMipMapGeneration) { _useHardwareMipMapGeneration = useHardwareMipMapGeneration; }
/** Get the hint of whether to use hardware mip map generation where available.*/
inline bool getUseHardwareMipMapGeneration() const { return _useHardwareMipMapGeneration; }
/** Set the automatic unreference of image data after the texture has been set up in apply, on (true) or off (false).
* If the image data is only referened by this Texture then the image data will be autoamtically deleted.*/
inline void setUnRefImageDataAfterApply(bool flag) { _unrefImageDataAfterApply = flag; }
/** Get the automatic unreference of image data after the texture has been set up in apply.*/
inline bool getUnRefImageDataAfterApply() const { return _unrefImageDataAfterApply; }
/** Set whether to use client storage of the texture where supported by OpenGL drivers.
* Note, if UseClientStorageHint is set, and the OpenGL drivers support it, the osg::Image(s) associated with
* this texture cannot be deleted, so the UnRefImageDataAfterApply flag is then ignored.*/
inline void setClientStorageHint(bool flag) { _clientStorageHint = flag; }
/** Get whether to use client storage of the texture where supported by OpenGL drivers.*/
inline bool getClientStorageHint() const { return _clientStorageHint; }
enum InternalFormatMode {
USE_IMAGE_DATA_FORMAT,
USE_USER_DEFINED_FORMAT,
USE_ARB_COMPRESSION,
USE_S3TC_DXT1_COMPRESSION,
USE_S3TC_DXT3_COMPRESSION,
USE_S3TC_DXT5_COMPRESSION
};
/** Set the internal format mode.
* Note, If the mode is set USE_IMAGE_DATA_FORMAT, USE_ARB_COMPRESSION,
* USE_S3TC_COMPRESSION the internalFormat is automatically selected,
* and will overwrite the previous _internalFormat.
*/
inline void setInternalFormatMode(InternalFormatMode mode) { _internalFormatMode = mode; }
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/** Get the internal format mode.*/
inline InternalFormatMode getInternalFormatMode() const { return _internalFormatMode; }
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/** Set the internal format to use when creating OpenGL textures.
* Also sets the internalFormatMode to USE_USER_DEFINED_FORMAT.
*/
inline void setInternalFormat(GLint internalFormat)
{
_internalFormatMode = USE_USER_DEFINED_FORMAT;
_internalFormat = internalFormat;
}
/** Get the internal format to use when creating OpenGL textures.*/
inline GLint getInternalFormat() const { if (_internalFormat==0) computeInternalFormat(); return _internalFormat; }
bool isCompressedInternalFormat() const;
class TextureObject;
/** Get the handle to the texture object for the current context.*/
inline TextureObject* getTextureObject(unsigned int contextID) const
{
return _textureObjectBuffer[contextID].get();
}
/** Force a recompile on next apply() of associated OpenGL texture objects.*/
void dirtyTextureObject();
/** return true if the texture objects for all the required graphics contexts are loaded.*/
bool areAllTextureObjectsLoaded() const;
/** get the dirty flag for the current contextID.*/
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inline unsigned int& getTextureParameterDirty(unsigned int contextID) const
{
return _texParametersDirtyList[contextID];
}
/** Force a resetting on next apply() of associated OpenGL texture parameters.*/
void dirtyTextureParameters();
// set mode of GL_TEXTURE_COMPARE_MODE_ARB to GL_COMPARE_R_TO_TEXTURE_ARB
// See http://oss.sgi.com/projects/ogl-sample/registry/ARB/shadow.txt
void setShadowComparison(bool flag) { _use_shadow_comparison = flag; }
enum ShadowCompareFunc {
LEQUAL = GL_LEQUAL,
GEQUAL = GL_GEQUAL
};
// set shadow texture comparison function
void setShadowCompareFunc(ShadowCompareFunc func) { _shadow_compare_func = func; }
ShadowCompareFunc getShadowCompareFunc() { return _shadow_compare_func; }
enum ShadowTextureMode {
LUMINANCE = GL_LUMINANCE,
INTENSITY = GL_INTENSITY,
ALPHA = GL_ALPHA
};
// set shadow texture mode after comparison
void setShadowTextureMode(ShadowTextureMode mode) { _shadow_texture_mode = mode; }
ShadowTextureMode getShadowTextureMode() { return _shadow_texture_mode; }
// set value of TEXTURE_COMPARE_FAIL_VALUE_ARB texture parameter
// http://oss.sgi.com/projects/ogl-sample/registry/ARB/shadow_ambient.txt
void setShadowAmbient(float shadow_ambient) { _shadow_ambient = shadow_ambient; }
float getShadowAmbient() { return _shadow_ambient; }
/** Set the texture image for specified face. */
virtual void setImage(unsigned int face, Image* image) = 0;
/** Get the texture image for specified face. */
virtual Image* getImage(unsigned int face) = 0;
/** Get the const texture image for specified face. */
virtual const Image* getImage(unsigned int face) const = 0;
/** Get the number of images that can be assigned to the Texture. */
virtual unsigned int getNumImages() const = 0;
/** Texture is pure virtual base class, apply must be overriden. */
virtual void apply(State& state) const = 0;
/** Calls apply(state) to compile the texture. */
virtual void compileGLObjects(State& state) const;
/** release an OpenGL objects in specified graphics context if State
object is passed, otherwise release OpenGL objexts for all graphics context if
State object pointer NULL.*/
virtual void releaseGLObjects(State* state=0) const;
/** Extensions class which encapsulates the querring of extensions and
* associated function pointers, and provide convinience wrappers to
* check for the extensions or use the associated functions.*/
class SG_EXPORT Extensions : public osg::Referenced
{
public:
Extensions();
Extensions(const Extensions& rhs);
void lowestCommonDenominator(const Extensions& rhs);
void setupGLExtensions();
void setMultiTexturingSupported(bool flag) { _isMultiTexturingSupported=flag; }
bool isMultiTexturingSupported() const { return _isMultiTexturingSupported; }
void setTextureFilterAnisotropicSupported(bool flag) { _isTextureFilterAnisotropicSupported=flag; }
bool isTextureFilterAnisotropicSupported() const { return _isTextureFilterAnisotropicSupported; }
void setTextureCompressionARBSupported(bool flag) { _isTextureCompressionARBSupported=flag; }
bool isTextureCompressionARBSupported() const { return _isTextureCompressionARBSupported; }
void setTextureCompressionS3TCSupported(bool flag) { _isTextureCompressionS3TCSupported=flag; }
bool isTextureCompressionS3TCSupported() const { return _isTextureCompressionS3TCSupported; }
void setTextureMirroredRepeatSupported(bool flag) { _isTextureMirroredRepeatSupported=flag; }
bool isTextureMirroredRepeatSupported() const { return _isTextureMirroredRepeatSupported; }
void setTextureEdgeClampSupported(bool flag) { _isTextureEdgeClampSupported=flag; }
bool isTextureEdgeClampSupported() const { return _isTextureEdgeClampSupported; }
void setTextureBorderClampSupported(bool flag) { _isTextureBorderClampSupported=flag; }
bool isTextureBorderClampSupported() const { return _isTextureBorderClampSupported; }
void setGenerateMipMapSupported(bool flag) { _isGenerateMipMapSupported=flag; }
bool isGenerateMipMapSupported() const { return _isGenerateMipMapSupported; }
void setShadowSupported(bool flag) { _isShadowSupported = flag; }
bool isShadowSupported() const { return _isShadowSupported; }
void setShadowAmbientSupported(bool flag) { _isShadowAmbientSupported = flag; }
bool isShadowAmbientSupported() const { return _isShadowAmbientSupported; }
void setMaxTextureSize(GLint maxsize) { _maxTextureSize=maxsize; }
GLint maxTextureSize() const { return _maxTextureSize; }
void setNumTextureUnits(GLint nunits ) { _numTextureUnits=nunits; }
GLint numTextureUnits() const { return _numTextureUnits; }
bool isCompressedTexImage2DSupported() const { return _glCompressedTexImage2D!=0; }
void setCompressedTexImage2DProc(void* ptr) { _glCompressedTexImage2D = ptr; }
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data) const;
void setCompressedTexSubImage2DProc(void* ptr) { _glCompressedTexSubImage2D = ptr; }
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei type, const GLvoid *data) const;
void setGetCompressedTexImageProc(void* ptr) { _glGetCompressedTexImage = ptr; }
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *data) const;
bool isClientStorageSupported() const { return _isClientStorageSupported; }
protected:
~Extensions() {}
bool _isMultiTexturingSupported;
bool _isTextureFilterAnisotropicSupported;
bool _isTextureCompressionARBSupported;
bool _isTextureCompressionS3TCSupported;
bool _isTextureMirroredRepeatSupported;
bool _isTextureEdgeClampSupported;
bool _isTextureBorderClampSupported;
bool _isGenerateMipMapSupported;
bool _isShadowSupported;
bool _isShadowAmbientSupported;
bool _isClientStorageSupported;
GLint _maxTextureSize;
GLint _numTextureUnits;
void* _glCompressedTexImage2D;
void* _glCompressedTexSubImage2D;
void* _glGetCompressedTexImage;
};
/** Function to call to get the extension of a specified context.
* If the Exentsion object for that context has not yet been created then
* and the 'createIfNotInitalized' flag been set to false then returns NULL.
* If 'createIfNotInitalized' is true then the Extensions object is
* automatically created. However, in this case the extension object
* only be created with the graphics context associated with ContextID..*/
static Extensions* getExtensions(unsigned int contextID,bool createIfNotInitalized);
/** setExtensions allows users to override the extensions across graphics contexts.
* typically used when you have different extensions supported across graphics pipes
* but need to ensure that they all use the same low common denominator extensions.*/
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static void setExtensions(unsigned int contextID,Extensions* extensions);
/** Helper method which does the creation of the texture itself, but does not set or use texture binding.
* Note, do not call this method directly unless you are implementing your own Subload callback*/
void applyTexImage2D_load(State& state, GLenum target, const Image* image, GLsizei width, GLsizei height,GLsizei numMipmapLevels) const;
/** Helper method which subloads images to the texture itself, but does not set or use texture binding.
* Note, do not call this method directly unless you are implementing your own Subload callback*/
void applyTexImage2D_subload(State& state, GLenum target, const Image* image, GLsizei width, GLsizei height, GLint inInternalFormat, GLsizei numMipmapLevels) const;
protected :
virtual ~Texture();
virtual void computeInternalFormat() const = 0;
void computeInternalFormatWithImage(const osg::Image& image) const;
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void computeRequiredTextureDimensions(State& state, const osg::Image& image,GLsizei& width, GLsizei& height,GLsizei& numMipmapLevels) const;
bool isCompressedInternalFormat(GLint internalFormat) const;
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/** Helper method which does setting of texture paramters. */
void applyTexParameters(GLenum target, State& state) const;
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/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
int compareTexture(const Texture& rhs) const;
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typedef buffered_value<unsigned int> TexParameterDirtyList;
mutable TexParameterDirtyList _texParametersDirtyList;
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WrapMode _wrap_s;
WrapMode _wrap_t;
WrapMode _wrap_r;
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FilterMode _min_filter;
FilterMode _mag_filter;
float _maxAnisotropy;
bool _useHardwareMipMapGeneration;
bool _unrefImageDataAfterApply;
bool _clientStorageHint;
Vec4 _borderColor;
GLint _borderWidth;
InternalFormatMode _internalFormatMode;
mutable GLint _internalFormat;
bool _use_shadow_comparison;
ShadowCompareFunc _shadow_compare_func;
ShadowTextureMode _shadow_texture_mode;
float _shadow_ambient;
public:
class TextureObject : public osg::Referenced
{
public:
inline TextureObject(GLuint id,GLenum target):
_id(id),
_target(target),
_numMipmapLevels(0),
_internalFormat(0),
_width(0),
_height(0),
_depth(0),
_border(0),
_allocated(false),
_timeStamp(0) {}
inline TextureObject(GLuint id,
GLenum target,
GLint numMipmapLevels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border):
_id(id),
_target(target),
_numMipmapLevels(numMipmapLevels),
_internalFormat(internalFormat),
_width(width),
_height(height),
_depth(depth),
_border(border),
_allocated(false),
_timeStamp(0) {}
inline bool match(GLenum target,
GLint numMipmapLevels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border)
{
return isReusable() &&
(_target == target) &&
(_numMipmapLevels == numMipmapLevels) &&
(_internalFormat == internalFormat) &&
(_width == width) &&
(_height == height) &&
(_depth == depth) &&
(_border == border);
}
inline void bind()
{
glBindTexture( _target, _id);
}
inline void setAllocated(bool allocated=true) { _allocated = allocated; }
inline void setAllocated(GLint numMipmapLevels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border)
{
_allocated=true;
_numMipmapLevels = numMipmapLevels;
_internalFormat = internalFormat;
_width = width;
_height = height;
_depth = depth;
_border = border;
}
inline bool isAllocated() const { return _allocated; }
inline bool isReusable() const { return _allocated && _width!=0; }
GLuint _id;
GLenum _target;
GLint _numMipmapLevels;
GLenum _internalFormat;
GLsizei _width;
GLsizei _height;
GLsizei _depth;
GLint _border;
bool _allocated;
double _timeStamp;
};
typedef std::list< ref_ptr<TextureObject> > TextureObjectList;
typedef std::map<unsigned int, TextureObjectList > TextureObjectListMap;
/** take the active texture objects from the Texture and place them in the specified TextureObjectListMap.*/
void takeTextureObjects(TextureObjectListMap& toblm);
typedef buffered_object< ref_ptr<TextureObject> > TextureObjectBuffer;
mutable TextureObjectBuffer _textureObjectBuffer;
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class SG_EXPORT TextureObjectManager : public osg::Referenced
{
public:
TextureObjectManager():
_expiryDelay(0.0) {}
virtual TextureObject* generateTextureObject(unsigned int contextID,GLenum target);
virtual TextureObject* generateTextureObject(unsigned int contextID,
GLenum target,
GLint numMipmapLevels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border);
virtual TextureObject* reuseTextureObject(unsigned int contextID,
GLenum target,
GLint numMipmapLevels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border);
inline TextureObject* reuseOrGenerateTextureObject(unsigned int contextID,
GLenum target,
GLint numMipmapLevels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border)
{
TextureObject* to = reuseTextureObject(contextID,target,numMipmapLevels,internalFormat,width,height,depth,border);
if (to) return to;
else return generateTextureObject(contextID,target,numMipmapLevels,internalFormat,width,height,depth,border);
}
virtual void addTextureObjects(TextureObjectListMap& toblm);
virtual void addTextureObjectsFrom(Texture& texture);
virtual void flushTextureObjects(unsigned int contextID,double currentTime, double& availableTime);
void setExpiryDelay(double expiryDelay) { _expiryDelay = expiryDelay; }
double getExpiryDelay() const { return _expiryDelay; }
// how long to keep unsed texture objects around for before deleting.
double _expiryDelay;
TextureObjectListMap _textureObjectListMap;
// mutex to keep access serialized.
OpenThreads::Mutex _mutex;
};
static void setTextureObjectManager(TextureObjectManager* tom);
static TextureObjectManager* getTextureObjectManager();
static void flushTextureObjects(unsigned int contextID,double currentTime, double& availableTime);
};
}
#endif