OpenSceneGraph/src/osg/Texture1D.cpp
2003-04-07 09:46:06 +00:00

348 lines
11 KiB
C++

/* -*-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 <osg/GLExtensions>
#include <osg/Texture1D>
#include <osg/State>
#include <osg/GLU>
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())
{
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;
_modifiedTag.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 globj for the current contextID.
GLuint& handle = getTextureObject(contextID);
if (handle != 0)
{
glBindTexture( GL_TEXTURE_1D, handle );
if (getTextureParameterDirty(state.getContextID())) applyTexParameters(GL_TEXTURE_1D,state);
if (_subloadCallback.valid())
{
_subloadCallback->subload(*this,state);
}
else if (_image.valid() && getModifiedTag(contextID) != _image->getModifiedTag())
{
applyTexImage1D(GL_TEXTURE_1D,_image.get(),state, _textureWidth, _numMimpmapLevels);
// update the modified tag to show that it is upto date.
getModifiedTag(contextID) = _image->getModifiedTag();
}
}
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);
// update the modified tag to show that it is upto date.
getModifiedTag(contextID) = _image->getModifiedTag();
// 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 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 )
{
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 unsigned int 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 unsigned int 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);
}
}