//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield //Distributed under the terms of the GNU Library General Public License (LGPL) //as published by the Free Software Foundation. // -*-c++-*- #ifndef OSG_TEXTURE2D #define OSG_TEXTURE2D 1 #include namespace osg { /** Texture state class which encapsulates OpenGl texture functionality.*/ class SG_EXPORT Texture2D : public TextureBase { public : Texture2D(); /** 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 void getAssociatedModes(std::vector& modes) const { modes.push_back(GL_TEXTURE_2D); } /** 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(); } /** 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(const int width, const 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 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(); } /** Set the number of mip map levels the the texture has been created with, should only be called within an osg::Texuture::apply() and custom OpenGL texture load.*/ void setNumMipmapLevels(unsigned int num) const { _numMimpmapLevels=num; } /** Get the number of mip map levels the the texture has been created with.*/ unsigned int getNumMipmapLevels() const { return _numMimpmapLevels; } /** Copy pixels into a 2D texture image.As per glCopyTexImage2D. * Creates an OpenGL texture object from the current OpenGL background * framebuffer contents at pos \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 ); /** Copy a two-dimensional texture subimage. As per glCopyTexSubImage2D. * Updates portion of an existing OpenGL texture object from the current OpenGL background * framebuffer contents at pos \a x, \a y with width \a width and * height \a height. \a width and \a height must be a power of two, * and writing into the texture with offset \a xoffset and \a yoffset. */ void copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height ); /** On first apply (unless already compiled), create the minmapped * texture and bind it, subsequent apply will simple bind to texture.*/ virtual void apply(State& state) const; protected : virtual ~Texture2D(); virtual void computeInternalFormat() const; // not ideal that _image is mutable, but its required since // Image::ensureDimensionsArePowerOfTwo() can only be called // in a valid OpenGL context, a therefore within an Texture::apply // which is const... mutable ref_ptr _image; // subloaded images can have different texture and image sizes. mutable GLsizei _textureWidth, _textureHeight; // number of mip map levels the the texture has been created with, mutable GLsizei _numMimpmapLevels; ref_ptr _subloadCallback; }; } #endif