Added support s/getImage(uint i) and getNumImages().
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@ -19,7 +19,7 @@
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#include <osg/Export>
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#define USE_REF_MUTEX 1
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// #define USE_REF_MUTEX 1
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namespace osg {
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@ -315,6 +315,20 @@ class SG_EXPORT Texture : public osg::StateAttribute
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void setShadowAmbient(float shadow_ambient) { _shadow_ambient = shadow_ambient; }
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float getShadowAmbient() { return _shadow_ambient; }
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/** Set the texture image for specified face. */
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virtual void setImage(unsigned int face, Image* image) = 0;
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/** Get the texture image for specified face. */
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virtual Image* getImage(unsigned int face) = 0;
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/** Get the const texture image for specified face. */
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virtual const Image* getImage(unsigned int face) const = 0;
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/** Get the number of images that can be assigned to the Texture. */
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virtual unsigned int getNumImages() const = 0;
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/** Texture is pure virtual base class, apply must be overriden. */
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virtual void apply(State& state) const = 0;
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@ -58,6 +58,19 @@ class SG_EXPORT Texture1D : public Texture
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}
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/** Set the texture image, ignoring face. as there is only one image*/
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virtual void setImage(unsigned int, Image* image) { setImage(image); }
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/** Get the texture image, ignoring face value as there is only one image. */
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virtual Image* getImage(unsigned int) { return _image.get(); }
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/** Get the const texture image , ignoring face value as there is only one image. */
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virtual const Image* getImage(unsigned int) const { return _image.get(); }
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/** Get the number of images that can be assigned to the Texture. */
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virtual unsigned int getNumImages() const { return 1; }
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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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inline void setTextureSize(int width) const
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@ -57,6 +57,20 @@ class SG_EXPORT Texture2D : public Texture
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return _modifiedTag[contextID];
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}
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/** Set the texture image, ignoring face. as there is only one image*/
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virtual void setImage(unsigned int, Image* image) { setImage(image); }
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/** Get the texture image, ignoring face value as there is only one image. */
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virtual Image* getImage(unsigned int) { return _image.get(); }
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/** Get the const texture image , ignoring face value as there is only one image. */
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virtual const Image* getImage(unsigned int) const { return _image.get(); }
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/** Get the number of images that can be assigned to the Texture. */
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virtual unsigned int getNumImages() const { return 1; }
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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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inline void setTextureSize(int width, int height) const
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@ -55,6 +55,19 @@ class SG_EXPORT Texture3D : public Texture
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return _modifiedTag[contextID];
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}
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/** Set the texture image, ignoring face. as there is only one image*/
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virtual void setImage(unsigned int, Image* image) { setImage(image); }
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/** Get the texture image, ignoring face value as there is only one image. */
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virtual Image* getImage(unsigned int) { return _image.get(); }
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/** Get the const texture image , ignoring face value as there is only one image. */
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virtual const Image* getImage(unsigned int) const { return _image.get(); }
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/** Get the number of images that can be assigned to the Texture. */
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virtual unsigned int getNumImages() const { return 1; }
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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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inline void setTextureSize(int width, int height, int depth) const
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@ -54,15 +54,18 @@ class SG_EXPORT TextureCubeMap : public Texture
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};
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/** Set the texture image for specified face. */
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void setImage(Face, Image* image);
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virtual void setImage(unsigned int face, Image* image);
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/** Get the texture image for specified face. */
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Image* getImage(Face);
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virtual Image* getImage(unsigned int face);
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/** Get the const texture image for specified face. */
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const Image* getImage(Face) const;
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virtual const Image* getImage(unsigned int face) const;
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inline unsigned int& getModifiedTag(Face face,unsigned int contextID) const
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/** Get the number of images that can be assigned to the Texture. */
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virtual unsigned int getNumImages() const { return 6; }
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inline unsigned int& getModifiedTag(unsigned int face,unsigned int contextID) const
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{
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// get the modified tag for the current contextID.
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return _modifiedTag[face][contextID];
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@ -65,6 +65,20 @@ class SG_EXPORT TextureRectangle : public Texture
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return _modifiedTag[contextID];
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}
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/** Set the texture image, ignoring face. as there is only one image*/
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virtual void setImage(unsigned int, Image* image) { setImage(image); }
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/** Get the texture image, ignoring face value as there is only one image. */
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virtual Image* getImage(unsigned int) { return _image.get(); }
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/** Get the const texture image , ignoring face value as there is only one image. */
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virtual const Image* getImage(unsigned int) const { return _image.get(); }
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/** Get the number of images that can be assigned to the Texture. */
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virtual unsigned int getNumImages() const { return 1; }
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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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inline void setTextureSize(int width, int height) const
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@ -27,6 +27,8 @@ using namespace std;
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Image::Image()
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{
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setDataVariance(STATIC);
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_fileName = "";
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_s = _t = _r = 0;
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_internalTextureFormat = 0;
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@ -18,6 +18,7 @@ using namespace osg;
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ImageStream::ImageStream():
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_status(PAUSED)
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{
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setDataVariance(DYNAMIC);
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}
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ImageStream::ImageStream(const ImageStream& image,const CopyOp& copyop):
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@ -152,17 +152,11 @@ void Texture1D::apply(State& state) const
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// update the modified tag to show that it is upto date.
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getModifiedTag(contextID) = _image->getModifiedTag();
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if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded())
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if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded() && getDataVariance()==STATIC)
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{
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Texture1D* non_const_this = const_cast<Texture1D*>(this);
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non_const_this->_image = 0;
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}
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// in theory the following line is redundent, but in practice
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// have found that the first frame drawn doesn't apply the textures
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// unless a second bind is called?!!
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// perhaps it is the first glBind which is not required...
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//glBindTexture( GL_TEXTURE_1D, handle );
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}
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else
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@ -188,7 +188,7 @@ void Texture2D::apply(State& state) const
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getModifiedTag(contextID) = _image->getModifiedTag();
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if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded())
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if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded() && getDataVariance()==STATIC)
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{
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Texture2D* non_const_this = const_cast<Texture2D*>(this);
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non_const_this->_image = 0;
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@ -168,18 +168,12 @@ void Texture3D::apply(State& state) const
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// update the modified tag to show that it is upto date.
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getModifiedTag(contextID) = _image->getModifiedTag();
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if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded())
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if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded() && getDataVariance()==STATIC)
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{
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Texture3D* non_const_this = const_cast<Texture3D*>(this);
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non_const_this->_image = 0;
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}
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// in theory the following line is redundent, but in practice
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// have found that the first frame drawn doesn't apply the textures
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// unless a second bind is called?!!
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// perhaps it is the first glBind which is not required...
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//glBindTexture( GL_TEXTURE_3D, handle );
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}
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else
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{
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@ -164,18 +164,18 @@ int TextureCubeMap::compare(const StateAttribute& sa) const
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}
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void TextureCubeMap::setImage( Face face, Image* image)
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void TextureCubeMap::setImage( unsigned int face, Image* image)
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{
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_images[face] = image;
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_modifiedTag[face].setAllElementsTo(0);
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}
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Image* TextureCubeMap::getImage(Face face)
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Image* TextureCubeMap::getImage(unsigned int face)
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{
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return _images[face].get();
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}
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const Image* TextureCubeMap::getImage(Face face) const
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const Image* TextureCubeMap::getImage(unsigned int face) const
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{
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return _images[face].get();
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}
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@ -284,7 +284,7 @@ void TextureCubeMap::apply(State& state) const
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}
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if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded())
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if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded() && getDataVariance()==STATIC)
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{
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TextureCubeMap* non_const_this = const_cast<TextureCubeMap*>(this);
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for (int n=0; n<6; n++)
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@ -292,12 +292,6 @@ void TextureCubeMap::apply(State& state) const
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non_const_this->_images[n] = 0;
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}
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}
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// in theory the following line is redundent, but in practice
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// have found that the first frame drawn doesn't apply the textures
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// unless a second bind is called?!!
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// perhaps it is the first glBind which is not required...
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//glBindTexture( GL_TEXTURE_CUBE_MAP, handle );
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}
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else
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@ -182,11 +182,11 @@ void TextureRectangle::apply(State& state) const
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textureObject->setAllocated(1,_internalFormat,_textureWidth,_textureHeight,1,0);
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// in theory the following line is redundant, but in practice
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// have found that the first frame drawn doesn't apply the textures
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// unless a second bind is called?!!
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// perhaps it is the first glBind which is not required...
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//glBindTexture(GL_TEXTURE_RECTANGLE, handle);
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if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded() && getDataVariance()==STATIC)
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{
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TextureRectangle* non_const_this = const_cast<TextureRectangle*>(this);
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non_const_this->_image = 0;
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}
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}
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else
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{
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