/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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_TEXTURE2D #define OSG_TEXTURE2D 1 #include namespace osg { /** Encapsulates OpenGL 2D texture functionality. Doesn't support cube maps, * so ignore \a face parameters. */ class OSG_EXPORT Texture2D : public Texture { public : Texture2D(); Texture2D(Image* image); /** Copy constructor using CopyOp to manage deep vs shallow copy. */ Texture2D(const Texture2D& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY); META_StateAttribute(osg, Texture2D,TEXTURE); /** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */ virtual int compare(const StateAttribute& rhs) const; virtual GLenum getTextureTarget() const { return GL_TEXTURE_2D; } /** Sets the texture image. */ void setImage(Image* image); /** Gets the texture image. */ Image* getImage() { return _image.get(); } /** Gets 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]; } /** Sets the texture image, ignoring face. */ virtual void setImage(unsigned int, Image* image) { setImage(image); } /** Gets the texture image, ignoring face. */ virtual Image* getImage(unsigned int) { return _image.get(); } /** Gets the const texture image, ignoring face. */ virtual const Image* getImage(unsigned int) const { return _image.get(); } /** Gets the number of images that can be assigned to the Texture. */ virtual unsigned int getNumImages() const { return 1; } /** Sets the texture width and height. If width or height are zero, * calculate the respective value from the source image size. */ inline void setTextureSize(int width, int height) const { _textureWidth = width; _textureHeight = height; } void setTextureWidth(int width) { _textureWidth=width; } void setTextureHeight(int height) { _textureHeight=height; } virtual int getTextureWidth() const { return _textureWidth; } virtual int getTextureHeight() const { return _textureHeight; } virtual int getTextureDepth() const { return 1; } class OSG_EXPORT SubloadCallback : public Referenced { public: virtual bool textureObjectValid(const Texture2D& texture, State& state) const { return texture.textureObjectValid(state); } virtual TextureObject* generateTextureObject(const Texture2D& texture, State& state) const { return osg::Texture::generateTextureObject(&texture, state.getContextID(), GL_TEXTURE_2D).release(); } virtual void load(const Texture2D& texture,State& state) const = 0; virtual void subload(const Texture2D& texture,State& state) const = 0; }; void setSubloadCallback(SubloadCallback* cb) { _subloadCallback = cb;; } SubloadCallback* getSubloadCallback() { return _subloadCallback.get(); } const SubloadCallback* getSubloadCallback() const { return _subloadCallback.get(); } /** Helper function. Sets the number of mipmap levels created for this * texture. Should only be called within an osg::Texture::apply(), or * during a custom OpenGL texture load. */ void setNumMipmapLevels(unsigned int num) const { _numMipmapLevels=num; } /** Gets the number of mipmap levels created. */ unsigned int getNumMipmapLevels() const { return _numMipmapLevels; } /** 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 ); /** Bind the texture object. If the texture object hasn't already been * compiled, create the texture mipmap levels. */ virtual void apply(State& state) const; protected : virtual ~Texture2D(); virtual void computeInternalFormat() const; void allocateMipmap(State& state) const; /** Return true of the TextureObject assigned to the context associate with osg::State object is valid.*/ bool textureObjectValid(State& state) const; friend class SubloadCallback; ref_ptr _image; /** Subloaded images can have different texture and image sizes. */ mutable GLsizei _textureWidth, _textureHeight; /** Number of mipmap levels created. */ mutable GLsizei _numMipmapLevels; ref_ptr _subloadCallback; typedef buffered_value ImageModifiedCount; mutable ImageModifiedCount _modifiedCount; }; } #endif