/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 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. * * Texture2DMultisample codes Copyright (C) 2010 Marcin Hajder * Thanks to to my company http://www.ai.com.pl for allowing me free this work. */ #ifndef OSG_TEXTURE2DMS #define OSG_TEXTURE2DMS 1 #include namespace osg { /** Texture2DMultisample state class which encapsulates OpenGL 2D multisampled texture functionality. * Multisampled texture were introduced with OpenGL 3.1 and extension GL_ARB_texture_multisample. * See http://www.opengl.org/registry/specs/ARB/texture_multisample.txt for more info. */ class OSG_EXPORT Texture2DMultisample : public Texture { public : Texture2DMultisample(); Texture2DMultisample(GLsizei numSamples, GLboolean fixedsamplelocations); /** Copy constructor using CopyOp to manage deep vs shallow copy. */ Texture2DMultisample(const Texture2DMultisample& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY); META_StateAttribute(osg, Texture2DMultisample,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_MULTISAMPLE; } /** Texture2DMultisample is related to non fixed pipeline usage only so isn't appropriate to enable/disable.*/ virtual bool getModeUsage(StateAttribute::ModeUsage&) const { return false; } /** 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; } inline void setNumSamples( int samples ) { _numSamples = samples; } GLsizei getNumSamples() const { return _numSamples; } inline void setFixedSampleLocations( GLboolean fixedSampleLocations ) { _fixedsamplelocations = fixedSampleLocations; } inline GLboolean getFixedSampleLocations() const { return _fixedsamplelocations; } // unnecessary for Texture2DMultisample virtual void setImage(unsigned int /*face*/, Image* /*image*/) {} virtual Image* getImage(unsigned int /*face*/) { return NULL; } virtual const Image* getImage(unsigned int /*face*/) const { return NULL; } virtual unsigned int getNumImages() const {return 0; } virtual void allocateMipmap(State& /*state*/) const {} 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; } /** 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 ~Texture2DMultisample(); virtual void computeInternalFormat() const; /** Subloaded images can have different texture and image sizes. */ mutable GLsizei _textureWidth, _textureHeight; mutable GLsizei _numSamples; mutable GLboolean _fixedsamplelocations; }; } #endif