/* -*-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_TEXTURE2DARRAY #define OSG_TEXTURE2DARRAY 1 #include #include namespace osg { /** Texture2DArray state class which encapsulates OpenGL 2D array texture functionality. * Texture arrays were introduced with Shader Model 4.0 hardware. * * A 2D texture array does contain textures sharing the same properties (e.g. size, bitdepth,...) * in a layered structure. See http://www.opengl.org/registry/specs/EXT/texture_array.txt for more info. */ class OSG_EXPORT Texture2DArray : public Texture { public : Texture2DArray(); /** Copy constructor using CopyOp to manage deep vs shallow copy. */ Texture2DArray(const Texture2DArray& cm,const CopyOp& copyop=CopyOp::SHALLOW_COPY); META_StateAttribute(osg, Texture2DArray, 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_2D_ARRAY_EXT; } /** Texture2DArray is related to non fixed pipeline usage only so isn't appropriate to enable/disable.*/ virtual bool getModeUsage(StateAttribute::ModeUsage&) const { return false; } /** Set the texture image for specified layer. */ virtual void setImage(unsigned int layer, Image* image); /** Get the texture image for specified layer. */ virtual Image* getImage(unsigned int layer); /** Get the const texture image for specified layer. */ virtual const Image* getImage(unsigned int layer) const; /** Get the number of images that are assigned to the Texture. * The number is equal to the texture depth. To get the maximum possible * image/layer count, you have to use the extension subclass, since it provides * graphic context dependent information. */ virtual unsigned int getNumImages() const { return getTextureDepth(); } /** Check how often was a certain layer in the given context modified */ inline unsigned int& getModifiedCount(unsigned int layer, unsigned int contextID) const { // get the modified count for the current contextID. return _modifiedCount[layer][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. * Depth parameter specifies the number of layers to be used. */ void setTextureSize(int width, int height, int depth); void setTextureWidth(int width) { _textureWidth=width; } void setTextureHeight(int height) { _textureHeight=height; } void setTextureDepth(int depth); virtual int getTextureWidth() const { return _textureWidth; } virtual int getTextureHeight() const { return _textureHeight; } virtual int getTextureDepth() const { return _textureDepth; } class OSG_EXPORT SubloadCallback : public Referenced { public: virtual void load(const Texture2DArray& texture,State& state) const = 0; virtual void subload(const Texture2DArray& 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 the texture has been created with. * Should only be called within an osg::Texture::apply() and custom OpenGL texture load. */ void setNumMipmapLevels(unsigned int num) const { _numMipmapLevels=num; } /** Get the number of mip map levels the the texture has been created with. */ unsigned int getNumMipmapLevels() const { return _numMipmapLevels; } /** Copies a two-dimensional texture subimage, as per * glCopyTexSubImage3D. 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 zoffset specifies the layer of the texture * array to which the result is copied. */ void copyTexSubImage2DArray(State& state, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height ); /** Bind the texture if already compiled. Otherwise recompile. */ virtual void apply(State& state) const; protected : virtual ~Texture2DArray(); bool imagesValid() const; virtual void computeInternalFormat() const; void allocateMipmap(State& state) const; void applyTexImage2DArray_subload(State& state, Image* image, GLsizei inwidth, GLsizei inheight, GLsizei indepth, GLint inInternalFormat, GLsizei& numMipmapLevels) const; /** * Use std::vector to encapsulate referenced pointers to images of different layers. * Vectors gives us a random access iterator. The overhead of non-used elements is negligible */ std::vector > _images; // subloaded images can have different texture and image sizes. mutable GLsizei _textureWidth, _textureHeight, _textureDepth; // number of mip map levels the the texture has been created with, mutable GLsizei _numMipmapLevels; ref_ptr _subloadCallback; typedef buffered_value ImageModifiedCount; mutable std::vector _modifiedCount; }; } #endif