/* -*-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. */ // -*-c++-*- #ifndef OSG_TEXTURE1D #define OSG_TEXTURE1D 1 #include namespace osg { /** Texture state class which encapsulates OpenGl 1D texture functionality.*/ class SG_EXPORT Texture1D : public Texture { public : Texture1D(); /** Copy constructor using CopyOp to manage deep vs shallow copy.*/ Texture1D(const Texture1D& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY); META_StateAttribute(osg, Texture1D,TEXTURE); /** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/ virtual int compare(const StateAttribute& rhs) const; virtual void getAssociatedModes(std::vector& modes) const { modes.push_back(GL_TEXTURE_1D); } /** Set the texture image. */ void setImage(Image* image); /** Get the texture image. */ Image* getImage() { return _image.get(); } /** Get the const texture image. */ inline const Image* getImage() const { return _image.get(); } inline unsigned int& getModifiedTag(unsigned int contextID) const { // get the modified tag for the current contextID. return _modifiedTag[contextID]; } /** Set the texture width and height. If width or height are zero then * the repsective size value is calculated from the source image sizes. */ inline void setTextureSize(int width) const { _textureWidth = width; } /** Get the texture subload width. */ inline void getTextureSize(int& width) const { width = _textureWidth; } class SG_EXPORT SubloadCallback : public Referenced { public: virtual void load(const Texture1D& texture,State& state) const = 0; virtual void subload(const Texture1D& 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::Texuture::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; } /** Copy pixels into a 1D texture image.As per glCopyTexImage1D. * Creates an OpenGL texture object from the current OpenGL background * framebuffer contents at pos \a x, \a y with width \a width. \a width must be a power of two. */ void copyTexImage1D(State& state, int x, int y, int width); /** Copy a one-dimensional texture subimage. As per glCopyTexSubImage1D. * Updates portion of an existing OpenGL texture object from the current OpenGL background * framebuffer contents at pos \a x, \a y with width \a width. */ void copyTexSubImage1D(State& state, int xoffset, int x, int y, int width); /** On first apply (unless already compiled), create the minmapped * texture and bind it, subsequent apply will simple bind to texture.*/ virtual void apply(State& state) const; protected : virtual ~Texture1D(); virtual void computeInternalFormat() const; /** Helper method which does the creation of the texture itself, and * does not set or use texture binding. */ void applyTexImage1D(GLenum target, Image* image, State& state, GLsizei& width, GLsizei& numMipmapLevels) const; // not ideal that _image is mutable, but its required since // Image::ensureDimensionsArePowerOfTwo() can only be called // in a valid OpenGL context, a therefore within an Texture::apply // which is const... mutable ref_ptr _image; // subloaded images can have different texture and image sizes. mutable GLsizei _textureWidth; // number of mip map levels the the texture has been created with, mutable GLsizei _numMipmapLevels; ref_ptr _subloadCallback; typedef buffered_value ImageModifiedTag; mutable ImageModifiedTag _modifiedTag; }; } #endif