/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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 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), _numMipmapLevels(0) { } Texture1D::Texture1D(const Texture1D& text,const CopyOp& copyop): Texture(text,copyop), _image(copyop(text._image.get())), _textureWidth(text._textureWidth), _numMipmapLevels(text._numMipmapLevels), _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()) { 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. } } 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. dirtyTextureObject(); _image = image; _modifiedCount.setAllElementsTo(0); } void Texture1D::apply(State& state) const { // 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_1D,state); if (_subloadCallback.valid()) { _subloadCallback->subload(*this,state); } else if (_image.valid() && getModifiedCount(contextID) != _image->getModifiedCount()) { applyTexImage1D(GL_TEXTURE_1D,_image.get(),state, _textureWidth, _numMipmapLevels); // update the modified count to show that it is upto date. getModifiedCount(contextID) = _image->getModifiedCount(); } } else if (_subloadCallback.valid()) { // we don't have a applyTexImage1D_subload yet so can't reuse.. so just generate a new texture object. _textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID,GL_TEXTURE_1D); textureObject->bind(); applyTexParameters(GL_TEXTURE_1D,state); _subloadCallback->load(*this,state); textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,1,1,0); // 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_1D, handle ); } else if (_image.valid() && _image->data()) { // we don't have a applyTexImage1D_subload yet so can't reuse.. so just generate a new texture object. _textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID,GL_TEXTURE_1D); textureObject->bind(); applyTexParameters(GL_TEXTURE_1D,state); applyTexImage1D(GL_TEXTURE_1D,_image.get(),state, _textureWidth, _numMipmapLevels); textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,1,1,0); // update the modified count to show that it is upto date. getModifiedCount(contextID) = _image->getModifiedCount(); if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded() && _image->getDataVariance()==STATIC) { Texture1D* non_const_this = const_cast(this); non_const_this->_image = 0; } } 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& numMipmapLevels) 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 unsigned int contextID = state.getContextID(); const Extensions* extensions = getExtensions(contextID,true); // 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(extensions->maxTextureSize()); glPixelStorei(GL_UNPACK_ALIGNMENT,image->getPacking()); static MyCompressedTexImage1DArbProc glCompressedTexImage1D_ptr = (MyCompressedTexImage1DArbProc)getGLExtensionFuncPtr("glCompressedTexImage1DARB"); if( _min_filter == LINEAR || _min_filter == NEAREST ) { if ( !compressed ) { numMipmapLevels = 1; glTexImage1D( target, 0, _internalFormat, image->s(), _borderWidth, (GLenum)image->getPixelFormat(), (GLenum)image->getDataType(), image->data() ); } else if(glCompressedTexImage1D_ptr) { numMipmapLevels = 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(), _borderWidth, size, image->data()); } } else { if(!image->isMipmap()) { numMipmapLevels = 1; gluBuild1DMipmaps( target, _internalFormat, image->s(), (GLenum)image->getPixelFormat(), (GLenum)image->getDataType(), image->data() ); } else { numMipmapLevels = image->getNumMipmapLevels(); int width = image->s(); if( !compressed ) { for( GLsizei k = 0 ; k < numMipmapLevels && width ;k++) { glTexImage1D( target, k, _internalFormat, width,_borderWidth, (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 < numMipmapLevels && width ;k++) { size = ((width+3)/4)*blockSize; glCompressedTexImage1D_ptr(target, k, _internalFormat, width, _borderWidth, size, image->getMipmapData(k)); width >>= 1; } } } } inwidth = image->s(); } void Texture1D::copyTexImage1D(State& state, int x, int y, int width) { const unsigned int contextID = state.getContextID(); // get the texture object for the current contextID. TextureObject* textureObject = getTextureObject(contextID); if (textureObject != 0) { if (width==(int)_textureWidth) { // we have a valid texture object which is the right size // so lets play clever and use copyTexSubImage1D 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; _textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID,GL_TEXTURE_1D); textureObject->bind(); applyTexParameters(GL_TEXTURE_1D,state); glCopyTexImage1D( GL_TEXTURE_1D, 0, GL_RGBA, x, y, width, 0 ); _textureWidth = width; _numMipmapLevels = 1; textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,1,1,0); // 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 unsigned int contextID = state.getContextID(); // get the texture object for the current contextID. TextureObject* textureObject = getTextureObject(contextID); if (textureObject != 0) { textureObject->bind(); // we have a valid image applyTexParameters(GL_TEXTURE_1D,state); glCopyTexSubImage1D( GL_TEXTURE_1D, 0, xoffset, x, y, width); // 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); } }