/* -*-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. */ #include #include #include #include #include using namespace osg; Texture2D::Texture2D(): _textureWidth(0), _textureHeight(0), _numMipmapLevels(0) { setUseHardwareMipMapGeneration(true); } Texture2D::Texture2D(Image* image): _textureWidth(0), _textureHeight(0), _numMipmapLevels(0) { setUseHardwareMipMapGeneration(true); setImage(image); } Texture2D::Texture2D(const Texture2D& text,const CopyOp& copyop): Texture(text,copyop), _image(copyop(text._image.get())), _textureWidth(text._textureWidth), _textureHeight(text._textureHeight), _numMipmapLevels(text._numMipmapLevels), _subloadCallback(text._subloadCallback) { } Texture2D::~Texture2D() { } int Texture2D::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(Texture2D,sa) if (_image!=rhs._image) // smart pointer comparison. { if (_image.valid()) { if (rhs._image.valid()) { int result = _image->compare(*rhs._image); if (result!=0) return result; } else { return 1; // valid lhs._image is greater than null. } } else if (rhs._image.valid()) { return -1; // valid rhs._image is greater than null. } } if (!_image && !rhs._image) { // no image attached to either Texture2D // but could these textures already be downloaded? // check the _textureObjectBuffer to see if they have been // downloaded int result = compareTextureObjects(rhs); if (result!=0) return result; } int result = compareTexture(rhs); if (result!=0) return result; // compare each paramter in turn against the rhs. #if 1 if (_textureWidth != 0 && rhs._textureWidth != 0) { COMPARE_StateAttribute_Parameter(_textureWidth) } if (_textureHeight != 0 && rhs._textureHeight != 0) { COMPARE_StateAttribute_Parameter(_textureHeight) } #endif COMPARE_StateAttribute_Parameter(_subloadCallback) return 0; // passed all the above comparison macro's, must be equal. } void Texture2D::setImage(Image* image) { _image = image; _modifiedCount.setAllElementsTo(0); } void Texture2D::apply(State& state) const { //state.setReportGLErrors(true); // get the contextID (user defined ID of 0 upwards) for the // current OpenGL context. const unsigned int contextID = state.getContextID(); // get the texture object for the current contextID. TextureObject* textureObject = getTextureObject(contextID); if (textureObject != 0) { textureObject->bind(); if (getTextureParameterDirty(state.getContextID())) applyTexParameters(GL_TEXTURE_2D,state); if (_subloadCallback.valid()) { _subloadCallback->subload(*this,state); } else if (_image.valid() && getModifiedCount(contextID) != _image->getModifiedCount()) { applyTexImage2D_subload(state,GL_TEXTURE_2D,_image.get(), _textureWidth, _textureHeight, _internalFormat, _numMipmapLevels); // update the modified tag to show that it is up to date. getModifiedCount(contextID) = _image->getModifiedCount(); } else if (_readPBuffer.valid()) { _readPBuffer->bindPBufferToTexture(GL_FRONT); } } else if (_subloadCallback.valid()) { _textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID,GL_TEXTURE_2D); textureObject->bind(); applyTexParameters(GL_TEXTURE_2D,state); _subloadCallback->load(*this,state); textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0); // 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_2D, handle ); } else if (_image.valid() && _image->data()) { // keep the image around at least till we go out of scope. osg::ref_ptr image = _image; // compute the internal texture format, this set the _internalFormat to an appropriate value. computeInternalFormat(); // compute the dimensions of the texture. computeRequiredTextureDimensions(state,*image,_textureWidth, _textureHeight, _numMipmapLevels); _textureObjectBuffer[contextID] = textureObject = generateTextureObject( contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0); textureObject->bind(); applyTexParameters(GL_TEXTURE_2D,state); if (textureObject->isAllocated()) { //notify(NOTICE)<<"Reusing texture object"<setAllocated(true); } // update the modified tag to show that it is upto date. getModifiedCount(contextID) = image->getModifiedCount(); if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded() && image->getDataVariance()==STATIC) { Texture2D* non_const_this = const_cast(this); non_const_this->_image = 0; } // 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_2D, handle ); } else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_internalFormat!=0) ) { _textureObjectBuffer[contextID] = textureObject = generateTextureObject( contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0); textureObject->bind(); applyTexParameters(GL_TEXTURE_2D,state); // no image present, but dimensions at set so lets create the texture glTexImage2D( GL_TEXTURE_2D, 0, _internalFormat, _textureWidth, _textureHeight, _borderWidth, _sourceFormat ? _sourceFormat : _internalFormat, _sourceType ? _sourceType : GL_UNSIGNED_BYTE, 0); if (_readPBuffer.valid()) { _readPBuffer->bindPBufferToTexture(GL_FRONT); } } else { glBindTexture( GL_TEXTURE_2D, 0 ); } // if texture object is now valid and we have to allocate mipmap levels, then if (textureObject != 0 && _texMipmapGenerationDirtyList[contextID]) { generateMipmap(state); } } void Texture2D::computeInternalFormat() const { if (_image.valid()) computeInternalFormatWithImage(*_image); else computeInternalFormatType(); } void Texture2D::copyTexImage2D(State& state, int x, int y, int width, int height ) { const unsigned int contextID = state.getContextID(); if (_internalFormat==0) _internalFormat=GL_RGBA; // get the globj for the current contextID. TextureObject* textureObject = getTextureObject(contextID); if (textureObject) { if (width==(int)_textureWidth && height==(int)_textureHeight) { // we have a valid texture object which is the right size // so lets play clever and use copyTexSubImage2D instead. // this allows use to reuse the texture object and avoid // expensive memory allocations. copyTexSubImage2D(state,0 ,0, x, y, width, height); return; } // the relevent texture object is not of the right size so // needs to been deleted // remove previously bound textures. dirtyTextureObject(); // note, dirtyTextureObject() dirties all the texture objects for // this texture, is this right? Perhaps we should dirty just the // one for this context. Note sure yet will leave till later. // RO July 2001. } // remove any previously assigned images as these are nolonger valid. _image = NULL; // switch off mip-mapping. // _textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID,GL_TEXTURE_2D); textureObject->bind(); applyTexParameters(GL_TEXTURE_2D,state); bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != NEAREST); bool hardwareMipMapOn = false; if (needHardwareMipMap) { const Extensions* extensions = getExtensions(contextID,true); bool generateMipMapSupported = extensions->isGenerateMipMapSupported(); hardwareMipMapOn = _useHardwareMipMapGeneration && generateMipMapSupported; if (!hardwareMipMapOn) { // have to swtich off mip mapping notify(NOTICE)<<"Warning: Texture2D::copyTexImage2D(,,,,) switch of mip mapping as hardware support not available."<setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0); // inform state that this texture is the current one bound. state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this); } void Texture2D::copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height ) { const unsigned int contextID = state.getContextID(); if (_internalFormat==0) _internalFormat=GL_RGBA; // get the texture object for the current contextID. TextureObject* textureObject = getTextureObject(contextID); if (textureObject) { // we have a valid image textureObject->bind(); applyTexParameters(GL_TEXTURE_2D,state); bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != NEAREST); bool hardwareMipMapOn = false; if (needHardwareMipMap) { const Extensions* extensions = getExtensions(contextID,true); bool generateMipMapSupported = extensions->isGenerateMipMapSupported(); hardwareMipMapOn = _useHardwareMipMapGeneration && generateMipMapSupported; if (!hardwareMipMapOn) { // have to swtich off mip mapping notify(NOTICE)<<"Warning: Texture2D::copyTexImage2D(,,,,) switch of mip mapping as hardware support not available."<bind(); // compute number of mipmap levels int width = _textureWidth; int height = _textureHeight; int numMipmapLevels = 1 + (int)floor(log2(maximum(width, height))); // we do not reallocate the level 0, since it was already allocated width >>= 1; height >>= 1; for( GLsizei k = 1; k < numMipmapLevels && (width || height); k++) { if (width == 0) width = 1; if (height == 0) height = 1; glTexImage2D( GL_TEXTURE_2D, k, _internalFormat, width, height, _borderWidth, _sourceFormat ? _sourceFormat : _internalFormat, _sourceType ? _sourceType : GL_UNSIGNED_BYTE, NULL); width >>= 1; height >>= 1; } // inform state that this texture is the current one bound. state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this); } }