#include #include #include #include #include #include using namespace osg; // include/osg/TextureCubeMap defines GL_TEXTURE_CUBE_MAP to be // 0x8513 which is the same as GL_TEXTURE_CUBE_MAP_ARB & _EXT. // assume its the same as what OpenGL 1.3 defines. #ifndef GL_ARB_texture_cube_map #define GL_ARB_texture_cube_map 1 #define GL_TEXTURE_CUBE_MAP_ARB 0x8513 #define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514 #define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A #define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B #define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C #endif #ifndef GL_EXT_texture_cube_map #define GL_EXT_texture_cube_map 1 #define GL_TEXTURE_CUBE_MAP_EXT 0x8513 #define GL_TEXTURE_BINDING_CUBE_MAP_EXT 0x8514 #define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A #define GL_PROXY_TEXTURE_CUBE_MAP_EXT 0x851B #define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT 0x851C #endif #ifdef GL_ARB_texture_cube_map # define CUBE_MAP_POSITIVE_X GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB # define CUBE_MAP_NEGATIVE_X GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB # define CUBE_MAP_POSITIVE_Y GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB # define CUBE_MAP_NEGATIVE_Y GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB # define CUBE_MAP_POSITIVE_Z GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB # define CUBE_MAP_NEGATIVE_Z GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB #elif GL_EXT_texture_cube_map # define CUBE_MAP_POSITIVE_X GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT # define CUBE_MAP_NEGATIVE_X GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT # define CUBE_MAP_POSITIVE_Y GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT # define CUBE_MAP_NEGATIVE_Y GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT # define CUBE_MAP_POSITIVE_Z GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT # define CUBE_MAP_NEGATIVE_Z GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT #endif # if GL_EXT_texture_cube_map || GL_ARB_texture_cube_map static GLenum faceTarget[6] = { CUBE_MAP_POSITIVE_X, CUBE_MAP_NEGATIVE_X, CUBE_MAP_POSITIVE_Y, CUBE_MAP_NEGATIVE_Y, CUBE_MAP_POSITIVE_Z, CUBE_MAP_NEGATIVE_Z }; #endif TextureCubeMap::TextureCubeMap(): _textureWidth(0), _textureHeight(0), _numMimpmapLevels(0) { } TextureCubeMap::TextureCubeMap(const TextureCubeMap& text,const CopyOp& copyop): Texture(text,copyop), _textureWidth(text._textureWidth), _textureHeight(text._textureHeight), _numMimpmapLevels(text._numMimpmapLevels), _subloadCallback(text._subloadCallback) { _images[0] = copyop(text._images[0].get()); _images[1] = copyop(text._images[1].get()); _images[2] = copyop(text._images[2].get()); _images[3] = copyop(text._images[3].get()); _images[4] = copyop(text._images[4].get()); _images[5] = copyop(text._images[5].get()); } TextureCubeMap::~TextureCubeMap() { } int TextureCubeMap::compare(const StateAttribute& sa) const { // check the types are equal and then create the rhs variable // used by the COMPARE_StateAttribute_Paramter macro's below. COMPARE_StateAttribute_Types(TextureCubeMap,sa) for (int n=0; n<6; n++) { if (_images[n]!=rhs._images[n]) // smart pointer comparison. { if (_images[n].valid()) { if (rhs._images[n].valid()) { if (_images[n]->getFileName()getFileName()) return -1; else if (_images[n]->getFileName()>rhs._images[n]->getFileName()) return 1;; } else { return 1; // valid lhs._image is greater than null. } } else if (rhs._images[n].valid()) { return -1; // valid rhs._image is greater than null. } } } int result = compareTexture(rhs); if (result!=0) return result; // compare each paramter in turn against the rhs. COMPARE_StateAttribute_Parameter(_textureWidth) COMPARE_StateAttribute_Parameter(_textureHeight) COMPARE_StateAttribute_Parameter(_subloadCallback) return 0; // passed all the above comparison macro's, must be equal. } void TextureCubeMap::setImage( const Face face, Image* image) { // Quick and dirty implementation committed by ABJ. if (face == 0) { // delete old texture objects. for(TextureNameList::iterator itr=_handleList.begin(); itr!=_handleList.end(); ++itr) { if (*itr != 0) { // contact global texture object handler to delete texture objects // in appropriate context. // glDeleteTextures( 1L, (const GLuint *)itr ); *itr = 0; } } } _images[face] = image; } Image* TextureCubeMap::getImage(const Face face) { return _images[face].get(); } const Image* TextureCubeMap::getImage(const Face face) const { return _images[face].get(); } bool TextureCubeMap::imagesValid() const { for (int n=0; n<6; n++) { if (!_images[n].valid() || !_images[n]->data()) return false; } return true; } void TextureCubeMap::computeInternalFormat() const { if (imagesValid()) computeInternalFormatWithImage(*_images[0]); } void TextureCubeMap::apply(State& state) const { static bool s_CubeMapSupported = isGLExtensionSupported("GL_ARB_texture_cube_map") || isGLExtensionSupported("GL_EXT_texture_cube_map"); if (!s_CubeMapSupported) return; // get the contextID (user defined ID of 0 upwards) for the // current OpenGL context. const uint contextID = state.getContextID(); // get the globj for the current contextID. GLuint& handle = getTextureObject(contextID); if (handle != 0) { glBindTexture( GL_TEXTURE_CUBE_MAP, handle ); if (_texParametersDirty) applyTexParameters(GL_TEXTURE_CUBE_MAP,state); if (_subloadCallback.valid()) { _subloadCallback->subload(*this,state); } } else if (_subloadCallback.valid()) { glGenTextures( 1L, (GLuint *)&handle ); glBindTexture( GL_TEXTURE_CUBE_MAP, handle ); applyTexParameters(GL_TEXTURE_CUBE_MAP,state); _subloadCallback->load(*this,state); // in theory the following line is redundent, but in practice // have found that the first frame drawn doesn't apply the textures // unless a second bind is called?!! // perhaps it is the first glBind which is not required... glBindTexture( GL_TEXTURE_CUBE_MAP, handle ); } else if (imagesValid()) { glGenTextures( 1L, (GLuint *)&handle ); glBindTexture( GL_TEXTURE_CUBE_MAP, handle ); applyTexParameters(GL_TEXTURE_CUBE_MAP,state); for (int n=0; n<6; n++) { applyTexImage2D( faceTarget[n], _images[n].get(), state, _textureWidth, _textureHeight, _numMimpmapLevels); } // in theory the following line is redundent, but in practice // have found that the first frame drawn doesn't apply the textures // unless a second bind is called?!! // perhaps it is the first glBind which is not required... glBindTexture( GL_TEXTURE_CUBE_MAP, handle ); } else { glBindTexture( GL_TEXTURE_CUBE_MAP, 0 ); } }