/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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_TEXTURERECTANGLE #define OSG_TEXTURERECTANGLE 1 #include #ifndef GL_TEXTURE_RECTANGLE_NV #define GL_TEXTURE_RECTANGLE_NV 0x84F5 #endif #ifndef GL_TEXTURE_RECTANGLE #define GL_TEXTURE_RECTANGLE GL_TEXTURE_RECTANGLE_NV #endif namespace osg { /** Texture state class which encapsulates OpenGL texture functionality. */ class OSG_EXPORT TextureRectangle : public Texture { public : TextureRectangle(); TextureRectangle(Image* image); /** Copy constructor using CopyOp to manage deep vs shallow copy. */ TextureRectangle(const TextureRectangle& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY); META_StateAttribute(osg, TextureRectangle, 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_RECTANGLE; } /** 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(); } inline unsigned int& getModifiedCount(unsigned int contextID) const { // get the modified count for the current contextID. return _modifiedCount[contextID]; } /** Set the texture image, ignoring face value as there is only one image. */ virtual void setImage(unsigned int, Image* image) { setImage(image); } /** Get the texture image, ignoring face value as there is only one image. */ virtual Image* getImage(unsigned int) { return _image.get(); } /** Get the const texture image, ignoring face value as there is only one image. */ virtual const Image* getImage(unsigned int) const { return _image.get(); } /** Get the number of images that can be assigned to the Texture. */ virtual unsigned int getNumImages() const { return 1; } /** 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(int width, 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 TextureRectangle&, State&) const = 0; virtual void subload(const TextureRectangle&, State&) const = 0; }; void setSubloadCallback(SubloadCallback* cb) { _subloadCallback = cb;; } SubloadCallback* getSubloadCallback() { return _subloadCallback.get(); } const SubloadCallback* getSubloadCallback() const { return _subloadCallback.get(); } /** 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 ); /** On first apply (unless already compiled), create and bind the * texture, subsequent apply will simply bind to texture. */ virtual void apply(State& state) const; protected : virtual ~TextureRectangle(); virtual void computeInternalFormat() const; void applyTexParameters(GLenum target, State& state) const; void applyTexImage_load(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight) const; void applyTexImage_subload(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight, GLint& inInternalFormat) const; // not ideal that _image is mutable, but it's required since // Image::ensureDimensionsArePowerOfTwo() can only be called // in a valid OpenGL context, and 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; ref_ptr _subloadCallback; typedef buffered_value ImageModifiedCount; mutable ImageModifiedCount _modifiedCount; }; } #endif