add GLSampler as Texture Property
and a simple example mixing (add) 2 textures
This commit is contained in:
parent
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commit
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@ -99,6 +99,7 @@ IF(DYNAMIC_OPENSCENEGRAPH)
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ADD_SUBDIRECTORY(osgreflect)
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ADD_SUBDIRECTORY(osgrobot)
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ADD_SUBDIRECTORY(osgSSBO)
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ADD_SUBDIRECTORY(osgsampler)
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ADD_SUBDIRECTORY(osgscalarbar)
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ADD_SUBDIRECTORY(osgscribe)
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ADD_SUBDIRECTORY(osgsequence)
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@ -253,4 +254,3 @@ ELSE(DYNAMIC_OPENSCENEGRAPH)
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ENDIF(DYNAMIC_OPENSCENEGRAPH)
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ENDIF(ANDROID)
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4
examples/osgsampler/CMakeLists.txt
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4
examples/osgsampler/CMakeLists.txt
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@ -0,0 +1,4 @@
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SET(TARGET_SRC osgSampler.cpp )
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SET(TARGET_ADDED_LIBRARIES osgManipulator)
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SETUP_EXAMPLE(osgsampler)
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208
examples/osgsampler/osgSampler.cpp
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208
examples/osgsampler/osgSampler.cpp
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@ -0,0 +1,208 @@
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/* -*-c++-*-
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* Copyright (C) 2017 Julien Valentin <mp3butcher@hotmail.com>
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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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#include <osg/Program>
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#include <osg/Sampler>
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#include <osg/Texture2D>
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#include <osg/ShapeDrawable>
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#include <osgViewer/Viewer>
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#include <osgViewer/ViewerEventHandlers>
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#include <osgGA/TrackballManipulator>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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/// add two composite texture color
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static const char* fragSource =
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{
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"uniform sampler2D tex1;\n"
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"uniform sampler2D tex2;\n"
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"void main(){\n"
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" vec4 color1 = texture2D(tex1,gl_TexCoord[0].st);\n"
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" vec4 color2 = texture2D(tex2,gl_TexCoord[0].st);\n"
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" gl_FragColor = vec4(color1.xyz+color2.xyz,1.0);\n"
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"}\n"
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};
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class KeyboardEventHandler : public osgGA::GUIEventHandler
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{
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public:
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KeyboardEventHandler(osg::Sampler* tessInnerU, osg::Sampler* tessOuterU,osg::StateSet* ss):
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_sampler1(tessInnerU),
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_sampler2(tessOuterU),_ss(ss){}
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virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& gaa)
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{
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osg::Texture:: FilterMode newone=osg::Texture::NEAREST;
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if(ea.getEventType()==osgGA::GUIEventAdapter::KEYDOWN)
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{
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switch (ea.getKey())
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{
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case osgGA::GUIEventAdapter::KEY_A:
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if(_sampler1->getFilter(osg::Texture::MAG_FILTER)==osg::Texture::NEAREST)
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newone=osg::Texture::LINEAR;
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_sampler1->setFilter(osg::Texture::MAG_FILTER,newone);
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_sampler1->setFilter(osg::Texture::MIN_FILTER,newone);
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return true;
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case osgGA::GUIEventAdapter::KEY_B:
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if(_sampler2->getFilter(osg::Texture::MAG_FILTER)==osg::Texture::NEAREST)
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newone=osg::Texture::LINEAR;
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_sampler2->setFilter(osg::Texture::MAG_FILTER,newone);
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_sampler2->setFilter(osg::Texture::MIN_FILTER,newone);
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return true;
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}
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}
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return osgGA::GUIEventHandler::handle(ea, gaa);
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}
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private:
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osg::Sampler* _sampler1;
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osg::Sampler* _sampler2;
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osg::StateSet* _ss;
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};
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int main(int argc, char* argv[])
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{
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osg::ArgumentParser arguments(&argc,argv);
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arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the standard OpenSceneGraph example for GL3 sampler.");
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osg::ApplicationUsage::UsageMap kmap;
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kmap["a"]="swap Linear/Nearest filtering on first texture";
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kmap["b"]="swap Linear/Nearest filtering on second texture";
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arguments.getApplicationUsage()->setKeyboardMouseBindings(kmap);
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osgViewer::Viewer viewer(arguments);
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osg::ref_ptr<osg::Program> program = new osg::Program();
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT,fragSource));
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readRefNodeFiles(arguments);
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osg::ref_ptr<osg::Node> geode ;
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if (!loadedModel)
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{
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geode = new osg::Geode;
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((osg::Geode*)geode.get())->addDrawable(osg::createTexturedQuadGeometry(osg::Vec3(0,0,0),osg::Vec3(1,0,0),osg::Vec3(0,0,1) ));
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}
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else
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{
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geode=loadedModel;
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}
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osg::ref_ptr< osg::Texture2D> tex1, tex2;
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osg::ref_ptr<osg::Sampler > sampler1, sampler2;
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tex1=new osg::Texture2D();
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tex2=new osg::Texture2D();
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sampler1=new osg::Sampler();
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sampler2=new osg::Sampler();
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osg::Vec2ui resolution(4,4);
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{
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///first texture//NO RED
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unsigned char *data = new unsigned char[(resolution.x()* resolution.y()) * 4];
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unsigned char * ptr=data;
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unsigned int sw=0,cptx=0;
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while (ptr != data + sizeof(unsigned char)*(resolution.x()* resolution.y()) * 4)
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{
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if(sw==1)
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{
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*ptr++=0;
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*ptr++=0xff;
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*ptr++=0xff;
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*ptr++=0xff;
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}
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else
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{
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*ptr++=0;
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*ptr++=0;
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*ptr++=0;
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*ptr++=0xff;
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}
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if(++cptx<resolution.x())sw=sw?0:1;
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else cptx=0;
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}
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osg::ref_ptr<osg::Image >im = new osg::Image();
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im->setImage(resolution.x(), resolution.y(), 1,GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, data, osg::Image::USE_NEW_DELETE);
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im->dirty();
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tex1->setImage(im);
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}
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{
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///second texture// RED ONLY
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unsigned char *data = new unsigned char[(resolution.x()* resolution.y()) * 4];
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unsigned char * ptr=data;
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unsigned int sw=0,cptx=0;
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while (ptr != data + sizeof(unsigned char)*(resolution.x()* resolution.y()) * 4)
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{
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if(sw==1)
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{
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*ptr++=255;
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*ptr++=0;
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*ptr++=0;
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*ptr++=255;
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}
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else
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{
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*ptr++=0;
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*ptr++=0;
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*ptr++=0;
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*ptr++=255;
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}
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if(++cptx<resolution.x())sw=sw?0:1;
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else cptx=0;
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}
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osg::ref_ptr<osg::Image >im = new osg::Image();
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im->setImage(resolution.x(), resolution.y(), 1,GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, data, osg::Image::USE_NEW_DELETE);
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im->dirty();
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tex2->setImage(im);
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}
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///Overrided Filtering setup
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tex1->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
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tex1->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
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tex2->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
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tex2->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
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///Filter Override samplers setup
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sampler1->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
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sampler1->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
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sampler2->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
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sampler2->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
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osg::StateSet *ss;
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ss = geode->getOrCreateStateSet();
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ss->setTextureAttribute(0,tex1,osg::StateAttribute::ON);
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ss->setTextureAttribute(1,tex2,osg::StateAttribute::ON);
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ss->setTextureAttribute(0,sampler1,osg::StateAttribute::ON);
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ss->setTextureAttribute(1,sampler2,osg::StateAttribute::ON);
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ss->addUniform(new osg::Uniform("tex1",(int)0));
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ss->addUniform(new osg::Uniform("tex2",(int)1));
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ss->setAttribute(program.get());
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viewer.addEventHandler(new KeyboardEventHandler(sampler1, sampler2,ss));
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viewer.addEventHandler(new osgViewer::StatsHandler);
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viewer.addEventHandler(new osgViewer::HelpHandler(arguments.getApplicationUsage()));
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viewer.setSceneData(geode.get());
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return viewer.run();
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}
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118
include/osg/Sampler
Normal file
118
include/osg/Sampler
Normal file
@ -0,0 +1,118 @@
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/* -*-c++-*-
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* Copyright (C) 2017 Julien Valentin <mp3butcher@hotmail.com>
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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_SAMPLER_H
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#define OSG_SAMPLER_H 1
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#include <osg/Texture>
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namespace osg{
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/** OpenGL Sampler
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* OpenGL 3.3 required
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* https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_sampler_objects.txt
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* State Attribute controllig sampling instead of Texture
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* Sampler is prioritary over Texture sample parameter (don't play with both)
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*/
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class OSG_EXPORT Sampler : public osg::StateAttribute
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{
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public:
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Sampler();
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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Sampler(const Sampler& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_StateAttribute(osg,Sampler,SAMPLER)
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virtual bool isTextureAttribute() const { return true; }
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/** Sets the texture wrap mode. */
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void setWrap(Texture::WrapParameter which, Texture::WrapMode wrap);
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/** Gets the texture wrap mode. */
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Texture::WrapMode getWrap(Texture::WrapParameter which) const;
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/** Sets the texture filter mode. */
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void setFilter(Texture::FilterParameter which, Texture::FilterMode filter);
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/** Gets the texture filter mode. */
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Texture::FilterMode getFilter(Texture::FilterParameter which) const;
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/** Sets shadow texture comparison function. */
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void setShadowCompareFunc(Texture::ShadowCompareFunc func);
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Texture::ShadowCompareFunc getShadowCompareFunc() const { return _shadow_compare_func; }
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/** Sets shadow texture mode after comparison. */
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void setShadowTextureMode(Texture::ShadowTextureMode mode);
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Texture::ShadowTextureMode getShadowTextureMode() const { return _shadow_texture_mode; }
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/** Sets the border color. Only used when wrap mode is CLAMP_TO_BORDER.
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* The border color will be casted to the appropriate type to match the
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* internal pixel format of the texture. */
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void setBorderColor(const Vec4d& color);
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/** Gets the border color. */
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const Vec4d& getBorderColor() const { return _borderColor; }
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/** Sets the maximum anisotropy value, default value is 1.0 for no
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* anisotropic filtering. If hardware does not support anisotropic
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* filtering, use normal filtering (equivalent to a max anisotropy
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* value of 1.0. Valid range is 1.0f upwards. The maximum value
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* depends on the graphics system. */
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void setMaxAnisotropy(float anis);
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/** Gets the maximum anisotropy value. */
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inline float getMaxAnisotropy() const { return _maxAnisotropy; }
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void setMinLOD(float anis);
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/** Gets the maximum anisotropy value. */
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inline float getMinLOD() const { return _minlod; }
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void setMaxLOD(float anis);
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/** Gets the maximum anisotropy value. */
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inline float getMaxLOD() const { return _maxlod; }
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void setLODBias(float anis);
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/** Gets the maximum anisotropy value. */
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inline float getLODBias() const { return _lodbias; }
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virtual void apply(State& state) const;
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virtual void compileGLObjects(State&) const;
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/** release state's SamplerObject **/
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virtual void releaseGLObjects(State* state=0) const;
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virtual int compare(const StateAttribute& sa) const;
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protected:
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Texture::WrapMode _wrap_s;
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Texture::WrapMode _wrap_t;
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Texture::WrapMode _wrap_r;
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Texture::ShadowCompareFunc _shadow_compare_func;
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Texture::ShadowTextureMode _shadow_texture_mode;
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Vec4d _borderColor;
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Texture::FilterMode _min_filter;
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Texture::FilterMode _mag_filter;
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float _maxAnisotropy, _minlod, _maxlod, _lodbias;
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mutable buffered_value<GLuint> _PCsampler;
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mutable buffered_value<uint8_t> _PCdirtyflags;
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};
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}
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#endif
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@ -207,8 +207,9 @@ class OSG_EXPORT StateAttribute : public Object
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VIEWPORTINDEXED,
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DEPTHRANGEINDEXED,
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SCISSORINDEXED,
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BINDIMAGETEXTURE,
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SAMPLER,
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CAPABILITY = 100
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};
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@ -699,7 +699,8 @@ class OSG_EXPORT Texture : public osg::StateAttribute
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enum ShadowTextureMode {
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LUMINANCE = GL_LUMINANCE,
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INTENSITY = GL_INTENSITY,
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ALPHA = GL_ALPHA
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ALPHA = GL_ALPHA,
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NONE = GL_NONE
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};
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/** Sets shadow texture mode after comparison. */
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@ -148,6 +148,7 @@ SET(TARGET_H
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${HEADER_PATH}/ref_ptr
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${HEADER_PATH}/RenderInfo
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${HEADER_PATH}/SampleMaski
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${HEADER_PATH}/Sampler
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${HEADER_PATH}/Scissor
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${HEADER_PATH}/ScissorIndexed
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${HEADER_PATH}/ScriptEngine
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@ -355,6 +356,7 @@ SET(TARGET_SRC
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Quat.cpp
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Referenced.cpp
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SampleMaski.cpp
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Sampler.cpp
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Scissor.cpp
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ScissorIndexed.cpp
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ScriptEngine.cpp
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@ -454,4 +456,3 @@ SET(TARGET_EXTERNAL_LIBRARIES
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#INCLUDE(ModuleInstall OPTIONAL)
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SETUP_LIBRARY(${LIB_NAME})
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256
src/osg/Sampler.cpp
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256
src/osg/Sampler.cpp
Normal file
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/* -*-c++-*-
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* Copyright (C) 2017 Julien Valentin <mp3butcher@hotmail.com>
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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
|
||||
* (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,
|
||||
* 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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*/
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#include <osg/Sampler>
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#include <osg/Texture3D>
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#ifndef GL_TEXTURE_MIN_LOD
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#define GL_TEXTURE_MIN_LOD 0x813A
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#endif
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#ifndef GL_TEXTURE_MAX_LOD
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#define GL_TEXTURE_MAX_LOD 0x813B
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#endif
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#ifndef GL_TEXTURE_WRAP_R
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#define GL_TEXTURE_WRAP_R 0x2804
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#endif
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using namespace osg;
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Sampler::Sampler(): StateAttribute(),
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_wrap_s(Texture::CLAMP),
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_wrap_t(Texture::CLAMP),
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_wrap_r(Texture::CLAMP),
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_shadow_compare_func(Texture::LEQUAL),
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_shadow_texture_mode(Texture::NONE),
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_min_filter(Texture::LINEAR_MIPMAP_LINEAR), // trilinear
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_mag_filter(Texture::LINEAR),
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_maxAnisotropy(1.0f),
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_minlod(0.0f),
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_maxlod(-1.0f),
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_lodbias(0.0f)
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{
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_PCdirtyflags.setAllElementsTo(true);
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_PCsampler.setAllElementsTo(0);
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}
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Sampler::Sampler(const Sampler& sampler,const CopyOp ©op ):StateAttribute(sampler,copyop),
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_wrap_s(sampler._wrap_s),
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_wrap_t(sampler._wrap_t),
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_wrap_r(sampler._wrap_r),
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_shadow_compare_func(sampler._shadow_compare_func),
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_shadow_texture_mode(sampler._shadow_texture_mode),
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_min_filter(sampler._min_filter),
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_mag_filter(sampler._mag_filter),
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||||
_maxAnisotropy(sampler._maxAnisotropy),
|
||||
_minlod(sampler._minlod),
|
||||
_maxlod(sampler._maxlod),
|
||||
_lodbias(sampler._lodbias)
|
||||
{
|
||||
_PCdirtyflags.setAllElementsTo(true);
|
||||
_PCsampler.setAllElementsTo(0);
|
||||
}
|
||||
|
||||
void Sampler::setWrap(Texture::WrapParameter which, Texture::WrapMode wrap)
|
||||
{
|
||||
switch( which )
|
||||
{
|
||||
case Texture::WRAP_S : _wrap_s = wrap; _PCdirtyflags.setAllElementsTo(true); break;
|
||||
case Texture::WRAP_T : _wrap_t = wrap; _PCdirtyflags.setAllElementsTo(true); break;
|
||||
case Texture::WRAP_R : _wrap_r = wrap; _PCdirtyflags.setAllElementsTo(true); break;
|
||||
default : OSG_WARN<<"Error: invalid 'which' passed Sampler::setWrap("<<(unsigned int)which<<","<<(unsigned int)wrap<<")"<<std::endl; break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
Texture::WrapMode Sampler::getWrap(Texture::WrapParameter which) const
|
||||
{
|
||||
switch( which )
|
||||
{
|
||||
case Texture::WRAP_S : return _wrap_s;
|
||||
case Texture::WRAP_T : return _wrap_t;
|
||||
case Texture::WRAP_R : return _wrap_r;
|
||||
default : OSG_WARN<<"Error: invalid 'which' passed Sampler::getWrap(which)"<<std::endl; return _wrap_s;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Sampler::setFilter(Texture::FilterParameter which, Texture::FilterMode filter)
|
||||
{
|
||||
switch( which )
|
||||
{
|
||||
case Texture::MIN_FILTER : _min_filter = filter; _PCdirtyflags.setAllElementsTo(true); break;
|
||||
case Texture::MAG_FILTER : _mag_filter = filter; _PCdirtyflags.setAllElementsTo(true); break;
|
||||
default : OSG_WARN<<"Error: invalid 'which' passed Sampler::setFilter("<<(unsigned int)which<<","<<(unsigned int)filter<<")"<<std::endl; break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Texture::FilterMode Sampler::getFilter(Texture::FilterParameter which) const
|
||||
{
|
||||
switch( which )
|
||||
{
|
||||
case Texture::MIN_FILTER : return _min_filter;
|
||||
case Texture::MAG_FILTER : return _mag_filter;
|
||||
default : OSG_WARN<<"Error: invalid 'which' passed Sampler::getFilter(which)"<< std::endl; return _min_filter;
|
||||
}
|
||||
}
|
||||
void Sampler::setMaxAnisotropy(float anis)
|
||||
{
|
||||
if (_maxAnisotropy!=anis)
|
||||
{
|
||||
_maxAnisotropy = anis;
|
||||
_PCdirtyflags.setAllElementsTo(true);
|
||||
}
|
||||
}
|
||||
|
||||
void Sampler::setMinLOD(float func) { _minlod = func; _PCdirtyflags.setAllElementsTo(true);}
|
||||
void Sampler::setMaxLOD(float func) { _maxlod = func; _PCdirtyflags.setAllElementsTo(true);}
|
||||
void Sampler::setLODBias(float func) { _lodbias = func; _PCdirtyflags.setAllElementsTo(true);}
|
||||
|
||||
/** getOrCreate Sampler Object and setup embedded Texture Parameters */
|
||||
void Sampler::setShadowCompareFunc(Texture::ShadowCompareFunc func) { _shadow_compare_func = func; _PCdirtyflags.setAllElementsTo(true);}
|
||||
|
||||
/** Sets shadow texture mode after comparison. */
|
||||
void Sampler::setShadowTextureMode(Texture::ShadowTextureMode mode) { _shadow_texture_mode = mode; _PCdirtyflags.setAllElementsTo(true);}
|
||||
|
||||
void Sampler::setBorderColor(const Vec4d& color) { _borderColor = color; _PCdirtyflags.setAllElementsTo(true); }
|
||||
|
||||
void Sampler::compileGLObjects(State& state) const{
|
||||
unsigned int contextID = state.getContextID();
|
||||
if(_PCdirtyflags[contextID])
|
||||
{
|
||||
const GLExtensions* extensions = state.get<GLExtensions>();
|
||||
GLuint samplerobject = _PCsampler[contextID];
|
||||
if(samplerobject==0)
|
||||
{
|
||||
extensions->glGenSamplers(1,&_PCsampler[contextID]);
|
||||
samplerobject = _PCsampler[contextID];
|
||||
}
|
||||
|
||||
Texture::WrapMode ws = _wrap_s, wt = _wrap_t, wr = _wrap_r;
|
||||
|
||||
// GL_IBM_texture_mirrored_repeat, fall-back REPEAT
|
||||
if (!extensions->isTextureMirroredRepeatSupported)
|
||||
{
|
||||
if (ws == Texture::MIRROR)
|
||||
ws = Texture::REPEAT;
|
||||
if (wt == Texture::MIRROR)
|
||||
wt = Texture::REPEAT;
|
||||
if (wr == Texture::MIRROR)
|
||||
wr = Texture::REPEAT;
|
||||
}
|
||||
|
||||
// GL_EXT_texture_edge_clamp, fall-back CLAMP
|
||||
if (!extensions->isTextureEdgeClampSupported)
|
||||
{
|
||||
if (ws == Texture::CLAMP_TO_EDGE)
|
||||
ws = Texture::CLAMP;
|
||||
if (wt == Texture::CLAMP_TO_EDGE)
|
||||
wt = Texture::CLAMP;
|
||||
if (wr == Texture::CLAMP_TO_EDGE)
|
||||
wr = Texture::CLAMP;
|
||||
}
|
||||
|
||||
if(!extensions->isTextureBorderClampSupported)
|
||||
{
|
||||
if(ws == Texture::CLAMP_TO_BORDER)
|
||||
ws = Texture::CLAMP;
|
||||
if(wt == Texture::CLAMP_TO_BORDER)
|
||||
wt = Texture::CLAMP;
|
||||
if(wr == Texture::CLAMP_TO_BORDER)
|
||||
wr = Texture::CLAMP;
|
||||
}
|
||||
|
||||
#if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE) || defined(OSG_GL3_AVAILABLE)
|
||||
if (ws == Texture::CLAMP) ws = Texture::CLAMP_TO_EDGE;
|
||||
if (wt == Texture::CLAMP) wt = Texture::CLAMP_TO_EDGE;
|
||||
if (wr == Texture::CLAMP) wr = Texture::CLAMP_TO_EDGE;
|
||||
#endif
|
||||
|
||||
extensions->glSamplerParameteri( samplerobject, GL_TEXTURE_WRAP_S, ws );
|
||||
extensions->glSamplerParameteri( samplerobject, GL_TEXTURE_WRAP_T, wt );
|
||||
extensions->glSamplerParameteri( samplerobject, GL_TEXTURE_WRAP_R, wr );
|
||||
|
||||
|
||||
extensions->glSamplerParameteri( samplerobject, GL_TEXTURE_MIN_FILTER, _min_filter);
|
||||
extensions->glSamplerParameteri( samplerobject, GL_TEXTURE_MAG_FILTER, _mag_filter);
|
||||
|
||||
if (extensions->isTextureBorderClampSupported)
|
||||
{
|
||||
|
||||
#ifndef GL_TEXTURE_BORDER_COLOR
|
||||
#define GL_TEXTURE_BORDER_COLOR 0x1004
|
||||
#endif
|
||||
|
||||
GLfloat color[4] = {(GLfloat)_borderColor.r(), (GLfloat)_borderColor.g(), (GLfloat)_borderColor.b(), (GLfloat)_borderColor.a()};
|
||||
extensions->glSamplerParameterfv(samplerobject, GL_TEXTURE_BORDER_COLOR, color);
|
||||
|
||||
}
|
||||
|
||||
extensions->glSamplerParameteri(samplerobject, GL_TEXTURE_COMPARE_MODE, _shadow_texture_mode);
|
||||
extensions->glSamplerParameteri(samplerobject, GL_TEXTURE_COMPARE_FUNC, _shadow_compare_func);
|
||||
|
||||
if (extensions->isTextureFilterAnisotropicSupported )
|
||||
{
|
||||
// note, GL_TEXTURE_MAX_ANISOTROPY_EXT will either be defined
|
||||
// by gl.h (or via glext.h) or by include/osg/Texture.
|
||||
extensions->glSamplerParameterf(samplerobject, GL_TEXTURE_MAX_ANISOTROPY_EXT, _maxAnisotropy);
|
||||
}
|
||||
|
||||
if( _maxlod - _minlod > 0){ // if range is valid
|
||||
extensions->glSamplerParameterf(samplerobject, GL_TEXTURE_MIN_LOD, _minlod);
|
||||
extensions->glSamplerParameterf(samplerobject, GL_TEXTURE_MAX_LOD, _maxlod);
|
||||
}
|
||||
|
||||
extensions->glSamplerParameterf(samplerobject, GL_TEXTURE_LOD_BIAS, _lodbias);
|
||||
_PCdirtyflags[contextID]=false;
|
||||
}
|
||||
}
|
||||
|
||||
/** bind SamplerObject **/
|
||||
void Sampler::apply(State&state) const
|
||||
{
|
||||
|
||||
unsigned int contextID = state.getContextID();
|
||||
if( _PCdirtyflags[contextID] )
|
||||
compileGLObjects(state);
|
||||
state.get<GLExtensions>()->glBindSampler( state.getActiveTextureUnit(), _PCsampler[contextID] );
|
||||
|
||||
}
|
||||
|
||||
void Sampler::releaseGLObjects(State* state) const
|
||||
{
|
||||
if(state)
|
||||
{
|
||||
unsigned int contextID=state->getContextID();
|
||||
state->get<GLExtensions>()->glDeleteSamplers(1,&_PCsampler[contextID]);
|
||||
}
|
||||
}
|
||||
int Sampler::compare(const StateAttribute& sa) const{
|
||||
COMPARE_StateAttribute_Types(Sampler,sa)
|
||||
COMPARE_StateAttribute_Parameter(_wrap_t)
|
||||
COMPARE_StateAttribute_Parameter(_wrap_r)
|
||||
COMPARE_StateAttribute_Parameter(_min_filter)
|
||||
COMPARE_StateAttribute_Parameter(_mag_filter)
|
||||
COMPARE_StateAttribute_Parameter(_shadow_compare_func)
|
||||
COMPARE_StateAttribute_Parameter(_shadow_texture_mode)
|
||||
COMPARE_StateAttribute_Parameter(_maxAnisotropy)
|
||||
COMPARE_StateAttribute_Parameter(_minlod)
|
||||
COMPARE_StateAttribute_Parameter(_maxlod)
|
||||
COMPARE_StateAttribute_Parameter(_lodbias)
|
||||
return 0; // passed all the above comparison macros, must be equal.
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user