add GLSampler as Texture Property

and a simple example mixing (add) 2 textures
This commit is contained in:
Julien Valentin 2018-01-03 21:22:38 +01:00
parent 6492ec8c6b
commit 662bea239c
8 changed files with 593 additions and 4 deletions

View File

@ -99,6 +99,7 @@ IF(DYNAMIC_OPENSCENEGRAPH)
ADD_SUBDIRECTORY(osgreflect) ADD_SUBDIRECTORY(osgreflect)
ADD_SUBDIRECTORY(osgrobot) ADD_SUBDIRECTORY(osgrobot)
ADD_SUBDIRECTORY(osgSSBO) ADD_SUBDIRECTORY(osgSSBO)
ADD_SUBDIRECTORY(osgsampler)
ADD_SUBDIRECTORY(osgscalarbar) ADD_SUBDIRECTORY(osgscalarbar)
ADD_SUBDIRECTORY(osgscribe) ADD_SUBDIRECTORY(osgscribe)
ADD_SUBDIRECTORY(osgsequence) ADD_SUBDIRECTORY(osgsequence)
@ -253,4 +254,3 @@ ELSE(DYNAMIC_OPENSCENEGRAPH)
ENDIF(DYNAMIC_OPENSCENEGRAPH) ENDIF(DYNAMIC_OPENSCENEGRAPH)
ENDIF(ANDROID) ENDIF(ANDROID)

View File

@ -0,0 +1,4 @@
SET(TARGET_SRC osgSampler.cpp )
SET(TARGET_ADDED_LIBRARIES osgManipulator)
SETUP_EXAMPLE(osgsampler)

View File

@ -0,0 +1,208 @@
/* -*-c++-*-
* Copyright (C) 2017 Julien Valentin <mp3butcher@hotmail.com>
*
* 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.
*/
#include <osg/Program>
#include <osg/Sampler>
#include <osg/Texture2D>
#include <osg/ShapeDrawable>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/TrackballManipulator>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
/// add two composite texture color
static const char* fragSource =
{
"uniform sampler2D tex1;\n"
"uniform sampler2D tex2;\n"
"void main(){\n"
" vec4 color1 = texture2D(tex1,gl_TexCoord[0].st);\n"
" vec4 color2 = texture2D(tex2,gl_TexCoord[0].st);\n"
" gl_FragColor = vec4(color1.xyz+color2.xyz,1.0);\n"
"}\n"
};
class KeyboardEventHandler : public osgGA::GUIEventHandler
{
public:
KeyboardEventHandler(osg::Sampler* tessInnerU, osg::Sampler* tessOuterU,osg::StateSet* ss):
_sampler1(tessInnerU),
_sampler2(tessOuterU),_ss(ss){}
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& gaa)
{
osg::Texture:: FilterMode newone=osg::Texture::NEAREST;
if(ea.getEventType()==osgGA::GUIEventAdapter::KEYDOWN)
{
switch (ea.getKey())
{
case osgGA::GUIEventAdapter::KEY_A:
if(_sampler1->getFilter(osg::Texture::MAG_FILTER)==osg::Texture::NEAREST)
newone=osg::Texture::LINEAR;
_sampler1->setFilter(osg::Texture::MAG_FILTER,newone);
_sampler1->setFilter(osg::Texture::MIN_FILTER,newone);
return true;
case osgGA::GUIEventAdapter::KEY_B:
if(_sampler2->getFilter(osg::Texture::MAG_FILTER)==osg::Texture::NEAREST)
newone=osg::Texture::LINEAR;
_sampler2->setFilter(osg::Texture::MAG_FILTER,newone);
_sampler2->setFilter(osg::Texture::MIN_FILTER,newone);
return true;
}
}
return osgGA::GUIEventHandler::handle(ea, gaa);
}
private:
osg::Sampler* _sampler1;
osg::Sampler* _sampler2;
osg::StateSet* _ss;
};
int main(int argc, char* argv[])
{
osg::ArgumentParser arguments(&argc,argv);
arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the standard OpenSceneGraph example for GL3 sampler.");
osg::ApplicationUsage::UsageMap kmap;
kmap["a"]="swap Linear/Nearest filtering on first texture";
kmap["b"]="swap Linear/Nearest filtering on second texture";
arguments.getApplicationUsage()->setKeyboardMouseBindings(kmap);
osgViewer::Viewer viewer(arguments);
osg::ref_ptr<osg::Program> program = new osg::Program();
program->addShader(new osg::Shader(osg::Shader::FRAGMENT,fragSource));
osg::ref_ptr<osg::Node> loadedModel = osgDB::readRefNodeFiles(arguments);
osg::ref_ptr<osg::Node> geode ;
if (!loadedModel)
{
geode = new osg::Geode;
((osg::Geode*)geode.get())->addDrawable(osg::createTexturedQuadGeometry(osg::Vec3(0,0,0),osg::Vec3(1,0,0),osg::Vec3(0,0,1) ));
}
else
{
geode=loadedModel;
}
osg::ref_ptr< osg::Texture2D> tex1, tex2;
osg::ref_ptr<osg::Sampler > sampler1, sampler2;
tex1=new osg::Texture2D();
tex2=new osg::Texture2D();
sampler1=new osg::Sampler();
sampler2=new osg::Sampler();
osg::Vec2ui resolution(4,4);
{
///first texture//NO RED
unsigned char *data = new unsigned char[(resolution.x()* resolution.y()) * 4];
unsigned char * ptr=data;
unsigned int sw=0,cptx=0;
while (ptr != data + sizeof(unsigned char)*(resolution.x()* resolution.y()) * 4)
{
if(sw==1)
{
*ptr++=0;
*ptr++=0xff;
*ptr++=0xff;
*ptr++=0xff;
}
else
{
*ptr++=0;
*ptr++=0;
*ptr++=0;
*ptr++=0xff;
}
if(++cptx<resolution.x())sw=sw?0:1;
else cptx=0;
}
osg::ref_ptr<osg::Image >im = new osg::Image();
im->setImage(resolution.x(), resolution.y(), 1,GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, data, osg::Image::USE_NEW_DELETE);
im->dirty();
tex1->setImage(im);
}
{
///second texture// RED ONLY
unsigned char *data = new unsigned char[(resolution.x()* resolution.y()) * 4];
unsigned char * ptr=data;
unsigned int sw=0,cptx=0;
while (ptr != data + sizeof(unsigned char)*(resolution.x()* resolution.y()) * 4)
{
if(sw==1)
{
*ptr++=255;
*ptr++=0;
*ptr++=0;
*ptr++=255;
}
else
{
*ptr++=0;
*ptr++=0;
*ptr++=0;
*ptr++=255;
}
if(++cptx<resolution.x())sw=sw?0:1;
else cptx=0;
}
osg::ref_ptr<osg::Image >im = new osg::Image();
im->setImage(resolution.x(), resolution.y(), 1,GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, data, osg::Image::USE_NEW_DELETE);
im->dirty();
tex2->setImage(im);
}
///Overrided Filtering setup
tex1->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
tex1->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
tex2->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
tex2->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
///Filter Override samplers setup
sampler1->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
sampler1->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
sampler2->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
sampler2->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
osg::StateSet *ss;
ss = geode->getOrCreateStateSet();
ss->setTextureAttribute(0,tex1,osg::StateAttribute::ON);
ss->setTextureAttribute(1,tex2,osg::StateAttribute::ON);
ss->setTextureAttribute(0,sampler1,osg::StateAttribute::ON);
ss->setTextureAttribute(1,sampler2,osg::StateAttribute::ON);
ss->addUniform(new osg::Uniform("tex1",(int)0));
ss->addUniform(new osg::Uniform("tex2",(int)1));
ss->setAttribute(program.get());
viewer.addEventHandler(new KeyboardEventHandler(sampler1, sampler2,ss));
viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.addEventHandler(new osgViewer::HelpHandler(arguments.getApplicationUsage()));
viewer.setSceneData(geode.get());
return viewer.run();
}

118
include/osg/Sampler Normal file
View File

@ -0,0 +1,118 @@
/* -*-c++-*-
* Copyright (C) 2017 Julien Valentin <mp3butcher@hotmail.com>
*
* 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_SAMPLER_H
#define OSG_SAMPLER_H 1
#include <osg/Texture>
namespace osg{
/** OpenGL Sampler
* OpenGL 3.3 required
* https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_sampler_objects.txt
* State Attribute controllig sampling instead of Texture
* Sampler is prioritary over Texture sample parameter (don't play with both)
*/
class OSG_EXPORT Sampler : public osg::StateAttribute
{
public:
Sampler();
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
Sampler(const Sampler& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg,Sampler,SAMPLER)
virtual bool isTextureAttribute() const { return true; }
/** Sets the texture wrap mode. */
void setWrap(Texture::WrapParameter which, Texture::WrapMode wrap);
/** Gets the texture wrap mode. */
Texture::WrapMode getWrap(Texture::WrapParameter which) const;
/** Sets the texture filter mode. */
void setFilter(Texture::FilterParameter which, Texture::FilterMode filter);
/** Gets the texture filter mode. */
Texture::FilterMode getFilter(Texture::FilterParameter which) const;
/** Sets shadow texture comparison function. */
void setShadowCompareFunc(Texture::ShadowCompareFunc func);
Texture::ShadowCompareFunc getShadowCompareFunc() const { return _shadow_compare_func; }
/** Sets shadow texture mode after comparison. */
void setShadowTextureMode(Texture::ShadowTextureMode mode);
Texture::ShadowTextureMode getShadowTextureMode() const { return _shadow_texture_mode; }
/** Sets the border color. Only used when wrap mode is CLAMP_TO_BORDER.
* The border color will be casted to the appropriate type to match the
* internal pixel format of the texture. */
void setBorderColor(const Vec4d& color);
/** Gets the border color. */
const Vec4d& getBorderColor() const { return _borderColor; }
/** Sets the maximum anisotropy value, default value is 1.0 for no
* anisotropic filtering. If hardware does not support anisotropic
* filtering, use normal filtering (equivalent to a max anisotropy
* value of 1.0. Valid range is 1.0f upwards. The maximum value
* depends on the graphics system. */
void setMaxAnisotropy(float anis);
/** Gets the maximum anisotropy value. */
inline float getMaxAnisotropy() const { return _maxAnisotropy; }
void setMinLOD(float anis);
/** Gets the maximum anisotropy value. */
inline float getMinLOD() const { return _minlod; }
void setMaxLOD(float anis);
/** Gets the maximum anisotropy value. */
inline float getMaxLOD() const { return _maxlod; }
void setLODBias(float anis);
/** Gets the maximum anisotropy value. */
inline float getLODBias() const { return _lodbias; }
virtual void apply(State& state) const;
virtual void compileGLObjects(State&) const;
/** release state's SamplerObject **/
virtual void releaseGLObjects(State* state=0) const;
virtual int compare(const StateAttribute& sa) const;
protected:
Texture::WrapMode _wrap_s;
Texture::WrapMode _wrap_t;
Texture::WrapMode _wrap_r;
Texture::ShadowCompareFunc _shadow_compare_func;
Texture::ShadowTextureMode _shadow_texture_mode;
Vec4d _borderColor;
Texture::FilterMode _min_filter;
Texture::FilterMode _mag_filter;
float _maxAnisotropy, _minlod, _maxlod, _lodbias;
mutable buffered_value<GLuint> _PCsampler;
mutable buffered_value<uint8_t> _PCdirtyflags;
};
}
#endif

View File

@ -209,6 +209,7 @@ class OSG_EXPORT StateAttribute : public Object
SCISSORINDEXED, SCISSORINDEXED,
BINDIMAGETEXTURE, BINDIMAGETEXTURE,
SAMPLER,
CAPABILITY = 100 CAPABILITY = 100
}; };

View File

@ -699,7 +699,8 @@ class OSG_EXPORT Texture : public osg::StateAttribute
enum ShadowTextureMode { enum ShadowTextureMode {
LUMINANCE = GL_LUMINANCE, LUMINANCE = GL_LUMINANCE,
INTENSITY = GL_INTENSITY, INTENSITY = GL_INTENSITY,
ALPHA = GL_ALPHA ALPHA = GL_ALPHA,
NONE = GL_NONE
}; };
/** Sets shadow texture mode after comparison. */ /** Sets shadow texture mode after comparison. */

View File

@ -148,6 +148,7 @@ SET(TARGET_H
${HEADER_PATH}/ref_ptr ${HEADER_PATH}/ref_ptr
${HEADER_PATH}/RenderInfo ${HEADER_PATH}/RenderInfo
${HEADER_PATH}/SampleMaski ${HEADER_PATH}/SampleMaski
${HEADER_PATH}/Sampler
${HEADER_PATH}/Scissor ${HEADER_PATH}/Scissor
${HEADER_PATH}/ScissorIndexed ${HEADER_PATH}/ScissorIndexed
${HEADER_PATH}/ScriptEngine ${HEADER_PATH}/ScriptEngine
@ -355,6 +356,7 @@ SET(TARGET_SRC
Quat.cpp Quat.cpp
Referenced.cpp Referenced.cpp
SampleMaski.cpp SampleMaski.cpp
Sampler.cpp
Scissor.cpp Scissor.cpp
ScissorIndexed.cpp ScissorIndexed.cpp
ScriptEngine.cpp ScriptEngine.cpp
@ -454,4 +456,3 @@ SET(TARGET_EXTERNAL_LIBRARIES
#INCLUDE(ModuleInstall OPTIONAL) #INCLUDE(ModuleInstall OPTIONAL)
SETUP_LIBRARY(${LIB_NAME}) SETUP_LIBRARY(${LIB_NAME})

256
src/osg/Sampler.cpp Normal file
View File

@ -0,0 +1,256 @@
/* -*-c++-*-
* Copyright (C) 2017 Julien Valentin <mp3butcher@hotmail.com>
*
* 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.
*/
#include <osg/Sampler>
#include <osg/Texture3D>
#ifndef GL_TEXTURE_MIN_LOD
#define GL_TEXTURE_MIN_LOD 0x813A
#endif
#ifndef GL_TEXTURE_MAX_LOD
#define GL_TEXTURE_MAX_LOD 0x813B
#endif
#ifndef GL_TEXTURE_WRAP_R
#define GL_TEXTURE_WRAP_R 0x2804
#endif
using namespace osg;
Sampler::Sampler(): StateAttribute(),
_wrap_s(Texture::CLAMP),
_wrap_t(Texture::CLAMP),
_wrap_r(Texture::CLAMP),
_shadow_compare_func(Texture::LEQUAL),
_shadow_texture_mode(Texture::NONE),
_min_filter(Texture::LINEAR_MIPMAP_LINEAR), // trilinear
_mag_filter(Texture::LINEAR),
_maxAnisotropy(1.0f),
_minlod(0.0f),
_maxlod(-1.0f),
_lodbias(0.0f)
{
_PCdirtyflags.setAllElementsTo(true);
_PCsampler.setAllElementsTo(0);
}
Sampler::Sampler(const Sampler& sampler,const CopyOp &copyop ):StateAttribute(sampler,copyop),
_wrap_s(sampler._wrap_s),
_wrap_t(sampler._wrap_t),
_wrap_r(sampler._wrap_r),
_shadow_compare_func(sampler._shadow_compare_func),
_shadow_texture_mode(sampler._shadow_texture_mode),
_min_filter(sampler._min_filter),
_mag_filter(sampler._mag_filter),
_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.
}