#if defined(_MSC_VER) #pragma warning( disable : 4786 ) #endif #include #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():Texture() { _target = GL_TEXTURE_CUBE_MAP; // default to ARB extension } 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. } } } 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::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 = getHandle(contextID); if (handle != 0) { if (_subloadMode == OFF) { glBindTexture( _target, handle ); if (_texParamtersDirty) applyTexParameters(_target,state); } else if (imagesValid()) { uint& modifiedTag = getModifiedTag(contextID); modifiedTag = 0; glBindTexture( _target, handle ); if (_texParamtersDirty) applyTexParameters(_target,state); unsigned int rowwidth = 0; for (int n=0; n<6; n++) { if ((_subloadMode == AUTO) || (_subloadMode == IF_DIRTY && modifiedTag != _images[n]->getModifiedTag())) { if (rowwidth != _images[n]->getRowSizeInBytes()) { rowwidth = _images[n]->getRowSizeInBytes(); glPixelStorei(GL_UNPACK_ROW_LENGTH,rowwidth); } glTexSubImage2D(faceTarget[n], 0, _subloadTextureOffsetX, _subloadTextureOffsetX, (_subloadImageWidth>0)?_subloadImageWidth:_images[n]->s(), (_subloadImageHeight>0)?_subloadImageHeight:_images[n]->t(), (GLenum) _images[n]->getPixelFormat(), (GLenum) _images[n]->getDataType(), _images[n]->data(_subloadImageOffsetX,_subloadImageOffsetY)); // update the modified flag to show that the image has been loaded. modifiedTag += _images[n]->getModifiedTag(); } } glPixelStorei(GL_UNPACK_ROW_LENGTH,0); } } else if (imagesValid()) { glGenTextures( 1L, (GLuint *)&handle ); glBindTexture( _target, handle ); applyTexParameters(_target,state); for (int n=0; n<6; n++) { applyTexImage( faceTarget[n], _images[n].get(), 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( _target, handle ); } }