OpenSceneGraph/include/osg/TextureRectangle

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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.
*/
#ifndef OSG_TEXTURERECTANGLE
#define OSG_TEXTURERECTANGLE 1
#include <osg/Texture>
#ifndef GL_TEXTURE_RECTANGLE_NV
#define GL_TEXTURE_RECTANGLE_NV 0x84F5
#endif
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#ifndef GL_TEXTURE_RECTANGLE
#define GL_TEXTURE_RECTANGLE GL_TEXTURE_RECTANGLE_NV
#endif
namespace osg {
/** Texture state class which encapsulates OpenGL texture functionality. */
class OSG_EXPORT TextureRectangle : public Texture
{
public :
TextureRectangle();
TextureRectangle(Image* image);
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
TextureRectangle(const TextureRectangle& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, TextureRectangle, TEXTURE);
/** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
virtual int compare(const StateAttribute& rhs) const;
virtual bool getModeUsage(ModeUsage& usage) const
{
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usage.usesTextureMode(GL_TEXTURE_RECTANGLE);
return true;
}
/** Set the texture image. */
void setImage(Image* image);
/** Get the texture image. */
Image* getImage() { return _image.get(); }
/** Get the const texture image. */
inline const Image* getImage() const { return _image.get(); }
inline unsigned int& getModifiedCount(unsigned int contextID) const
{
// get the modified count for the current contextID.
return _modifiedCount[contextID];
}
/** Set the texture image, ignoring face value as there is only one image. */
virtual void setImage(unsigned int, Image* image) { setImage(image); }
/** Get the texture image, ignoring face value as there is only one image. */
virtual Image* getImage(unsigned int) { return _image.get(); }
/** Get the const texture image, ignoring face value as there is only one image. */
virtual const Image* getImage(unsigned int) const { return _image.get(); }
/** Get the number of images that can be assigned to the Texture. */
virtual unsigned int getNumImages() const { return 1; }
/** Set the texture width and height. If width or height are zero then
* the repsective size value is calculated from the source image sizes.
*/
inline void setTextureSize(int width, int height) const
{
_textureWidth = width;
_textureHeight = height;
}
/** Get the texture subload width. */
inline void getTextureSize(int& width, int& height) const
{
width = _textureWidth;
height = _textureHeight;
}
class SubloadCallback : public Referenced
{
public:
virtual void load(const TextureRectangle&, State&) const = 0;
virtual void subload(const TextureRectangle&, State&) const = 0;
};
void setSubloadCallback(SubloadCallback* cb) { _subloadCallback = cb;; }
SubloadCallback* getSubloadCallback() { return _subloadCallback.get(); }
const SubloadCallback* getSubloadCallback() const { return _subloadCallback.get(); }
/** Copies pixels into a 2D texture image, as per glCopyTexImage2D.
* Creates an OpenGL texture object from the current OpenGL background
* framebuffer contents at position \a x, \a y with width \a width and
* height \a height. \a width and \a height must be a power of two. */
void copyTexImage2D(State& state, int x, int y, int width, int height );
/** Copies a two-dimensional texture subimage, as per
* glCopyTexSubImage2D. Updates a portion of an existing OpenGL
* texture object from the current OpenGL background framebuffer
* contents at position \a x, \a y with width \a width and height
* \a height. Loads framebuffer data into the texture using offsets
* \a xoffset and \a yoffset. \a width and \a height must be powers
* of two. */
void copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height );
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/** On first apply (unless already compiled), create and bind the
* texture, subsequent apply will simply bind to texture.
*/
virtual void apply(State& state) const;
protected :
virtual ~TextureRectangle();
virtual void computeInternalFormat() const;
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void applyTexParameters(GLenum target, State& state) const;
void applyTexImage_load(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight) const;
void applyTexImage_subload(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight, GLint& inInternalFormat) const;
// not ideal that _image is mutable, but it's required since
// Image::ensureDimensionsArePowerOfTwo() can only be called
// in a valid OpenGL context, and therefore within an Texture::apply
// which is const...
mutable ref_ptr<Image> _image;
// subloaded images can have different texture and image sizes.
mutable GLsizei _textureWidth, _textureHeight;
ref_ptr<SubloadCallback> _subloadCallback;
typedef buffered_value<unsigned int> ImageModifiedCount;
mutable ImageModifiedCount _modifiedCount;
};
}
#endif