/* -*-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. */ #ifndef OSG_TEXTURECUBEMAP #define OSG_TEXTURECUBEMAP 1 #include namespace osg { /** TextureCubeMap state class which encapsulates OpenGL texture cubemap functionality. */ class OSG_EXPORT TextureCubeMap : public Texture { public : TextureCubeMap(); /** Copy constructor using CopyOp to manage deep vs shallow copy. */ TextureCubeMap(const TextureCubeMap& cm,const CopyOp& copyop=CopyOp::SHALLOW_COPY); META_StateAttribute(osg, TextureCubeMap,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_CUBE_MAP; } enum Face { POSITIVE_X=0, NEGATIVE_X=1, POSITIVE_Y=2, NEGATIVE_Y=3, POSITIVE_Z=4, NEGATIVE_Z=5 }; /** Set the texture image for specified face. */ virtual void setImage(unsigned int face, Image* image); template void setImage(unsigned int face, const ref_ptr& image) { setImage(face, image.get()); } /** Get the texture image for specified face. */ virtual Image* getImage(unsigned int face); /** Get the const texture image for specified face. */ virtual const Image* getImage(unsigned int face) const; /** Get the number of images that can be assigned to the Texture. */ virtual unsigned int getNumImages() const { return 6; } inline unsigned int& getModifiedCount(unsigned int face,unsigned int contextID) const { // get the modified count for the current contextID. return _modifiedCount[face][contextID]; } /** Set the texture width and height. If width or height are zero then * the respective size value is calculated from the source image sizes. */ inline void setTextureSize(int width, int height) const { _textureWidth = width; _textureHeight = height; } 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; } class OSG_EXPORT SubloadCallback : public Referenced { public: virtual void load(const TextureCubeMap& texture,State& state) const = 0; virtual void subload(const TextureCubeMap& texture,State& state) const = 0; }; void setSubloadCallback(SubloadCallback* cb) { _subloadCallback = cb;; } SubloadCallback* getSubloadCallback() { return _subloadCallback.get(); } const SubloadCallback* getSubloadCallback() const { return _subloadCallback.get(); } /** Set the number of mip map levels the texture has been created with. * Should only be called within an osg::Texuture::apply() and custom OpenGL texture load. */ void setNumMipmapLevels(unsigned int num) const { _numMipmapLevels=num; } /** Get the number of mip map levels the texture has been created with. */ unsigned int getNumMipmapLevels() const { return _numMipmapLevels; } /** 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 copyTexSubImageCubeMap(State& state, int face, int xoffset, int yoffset, int x, int y, int width, int height ); /** On first apply (unless already compiled), create the mipmapped * texture and bind it. Subsequent apply will simple bind to texture. */ virtual void apply(State& state) const; protected : virtual ~TextureCubeMap(); bool imagesValid() const; virtual void computeInternalFormat() const; void allocateMipmap(State& state) const; ref_ptr _images[6]; // subloaded images can have different texture and image sizes. mutable GLsizei _textureWidth, _textureHeight; // number of mip map levels the texture has been created with, mutable GLsizei _numMipmapLevels; ref_ptr _subloadCallback; typedef buffered_value ImageModifiedCount; mutable ImageModifiedCount _modifiedCount[6]; }; } #endif