#include #include #include #include typedef void (APIENTRY * MyCompressedTexImage1DArbProc) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data); using namespace osg; Texture1D::Texture1D(): _textureWidth(0), _numMimpmapLevels(0) { } Texture1D::Texture1D(const Texture1D& text,const CopyOp& copyop): Texture(text,copyop), _image(copyop(text._image.get())), _textureWidth(text._textureWidth), _numMimpmapLevels(text._numMimpmapLevels), _subloadCallback(text._subloadCallback) { } Texture1D::~Texture1D() { } int Texture1D::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(Texture1D,sa) if (_image!=rhs._image) // smart pointer comparison. { if (_image.valid()) { if (rhs._image.valid()) { if (_image->getFileName()getFileName()) return -1; else if (_image->getFileName()>rhs._image->getFileName()) return 1;; } else { return 1; // valid lhs._image is greater than null. } } else if (rhs._image.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(_subloadCallback) return 0; // passed all the above comparison macro's, must be equal. } void Texture1D::setImage(Image* image) { // 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; } } _image = image; } void Texture1D::apply(State& state) const { // 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_1D, handle ); if (getTextureParameterDity(state.getContextID())) applyTexParameters(GL_TEXTURE_1D,state); if (_subloadCallback.valid()) { _subloadCallback->subload(*this,state); } } else if (_subloadCallback.valid()) { glGenTextures( 1L, (GLuint *)&handle ); glBindTexture( GL_TEXTURE_1D, handle ); applyTexParameters(GL_TEXTURE_1D,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_1D, handle ); } else if (_image.valid() && _image->data()) { glGenTextures( 1L, (GLuint *)&handle ); glBindTexture( GL_TEXTURE_1D, handle ); applyTexParameters(GL_TEXTURE_1D,state); applyTexImage1D(GL_TEXTURE_1D,_image.get(),state, _textureWidth, _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_1D, handle ); } else { glBindTexture( GL_TEXTURE_1D, 0 ); } } void Texture1D::computeInternalFormat() const { if (_image.valid()) computeInternalFormatWithImage(*_image); } void Texture1D::applyTexImage1D(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& numMimpmapLevels) const { // if we don't have a valid image we can't create a texture! if (!image || !image->data()) return; // get the contextID (user defined ID of 0 upwards) for the // current OpenGL context. const uint contextID = state.getContextID(); // update the modified tag to show that it is upto date. getModifiedTag(contextID) = image->getModifiedTag(); // compute the internal texture format, this set the _internalFormat to an appropriate value. computeInternalFormat(); // select the internalFormat required for the texture. bool compressed = isCompressedInternalFormat(_internalFormat); image->ensureValidSizeForTexturing(); glPixelStorei(GL_UNPACK_ALIGNMENT,image->getPacking()); static MyCompressedTexImage1DArbProc glCompressedTexImage1D_ptr = (MyCompressedTexImage1DArbProc)getGLExtensionFuncPtr("glCompressedTexImage1DARB"); if( _min_filter == LINEAR || _min_filter == NEAREST ) { if ( !compressed ) { numMimpmapLevels = 1; glTexImage1D( target, 0, _internalFormat, image->s(), 0, (GLenum)image->getPixelFormat(), (GLenum)image->getDataType(), image->data() ); } else if(glCompressedTexImage1D_ptr) { numMimpmapLevels = 1; GLint blockSize = ( _internalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ? 8 : 16 ); GLint size = ((image->s()+3)/4)*((image->t()+3)/4)*blockSize; glCompressedTexImage1D_ptr(target, 0, _internalFormat, image->s(), 0, size, image->data()); } } else { if(!image->isMipmap()) { numMimpmapLevels = 1; gluBuild1DMipmaps( target, _internalFormat, image->s(), (GLenum)image->getPixelFormat(), (GLenum)image->getDataType(), image->data() ); } else { numMimpmapLevels = image->getNumMipmapLevels(); int width = image->s(); if( !compressed ) { for( GLsizei k = 0 ; k < numMimpmapLevels && width ;k++) { glTexImage1D( target, k, _internalFormat, width,0, (GLenum)image->getPixelFormat(), (GLenum)image->getDataType(), image->getMipmapData(k)); width >>= 1; } } else if(glCompressedTexImage1D_ptr) { GLint blockSize = ( _internalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ? 8 : 16 ); GLint size = 0; for( GLsizei k = 0 ; k < numMimpmapLevels && width ;k++) { size = ((width+3)/4)*blockSize; glCompressedTexImage1D_ptr(target, k, _internalFormat, width, 0, size, image->getMipmapData(k)); width >>= 1; } } } } inwidth = image->s(); } void Texture1D::copyTexImage1D(State& state, int x, int y, int width) { const uint contextID = state.getContextID(); // get the globj for the current contextID. GLuint& handle = getTextureObject(contextID); if (handle) { if (width==(int)_textureWidth) { // 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. copyTexSubImage1D(state,0 ,x, y, width); 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. _min_filter = LINEAR; _mag_filter = LINEAR; // Get a new 2d texture handle. glGenTextures( 1, &handle ); glBindTexture( GL_TEXTURE_1D, handle ); applyTexParameters(GL_TEXTURE_1D,state); glCopyTexImage1D( GL_TEXTURE_1D, 0, GL_RGBA, x, y, width, 0 ); _textureWidth = width; // inform state that this texture is the current one bound. state.haveAppliedAttribute(this); } void Texture1D::copyTexSubImage1D(State& state, int xoffset, int x, int y, int width) { const uint contextID = state.getContextID(); // get the globj for the current contextID. GLuint& handle = getTextureObject(contextID); if (handle) { // we have a valid image glBindTexture( GL_TEXTURE_1D, handle ); applyTexParameters(GL_TEXTURE_1D,state); glCopyTexSubImage1D( GL_TEXTURE_1D, 0, xoffset, x, y, width); /* Redundant, delete later */ glBindTexture( GL_TEXTURE_1D, handle ); // inform state that this texture is the current one bound. state.haveAppliedAttribute(this); } else { // no texture object already exsits for this context so need to // create it upfront - simply call copyTexImage1D. copyTexImage1D(state,x,y,width); } }