7e58786b11
CubeMap classes.
348 lines
11 KiB
C++
348 lines
11 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osg/GLExtensions>
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#include <osg/Texture1D>
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#include <osg/State>
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#include <osg/GLU>
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typedef void (APIENTRY * MyCompressedTexImage1DArbProc) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
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using namespace osg;
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Texture1D::Texture1D():
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_textureWidth(0),
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_numMimpmapLevels(0)
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{
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}
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Texture1D::Texture1D(const Texture1D& text,const CopyOp& copyop):
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Texture(text,copyop),
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_image(copyop(text._image.get())),
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_textureWidth(text._textureWidth),
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_numMimpmapLevels(text._numMimpmapLevels),
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_subloadCallback(text._subloadCallback)
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{
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}
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Texture1D::~Texture1D()
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{
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}
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int Texture1D::compare(const StateAttribute& sa) const
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{
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// check the types are equal and then create the rhs variable
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// used by the COMPARE_StateAttribute_Paramter macro's below.
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COMPARE_StateAttribute_Types(Texture1D,sa)
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if (_image!=rhs._image) // smart pointer comparison.
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{
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if (_image.valid())
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{
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if (rhs._image.valid())
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{
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int result = _image->compare(*rhs._image);
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if (result!=0) return result;
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}
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else
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{
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return 1; // valid lhs._image is greater than null.
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}
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}
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else if (rhs._image.valid())
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{
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return -1; // valid rhs._image is greater than null.
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}
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}
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int result = compareTexture(rhs);
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if (result!=0) return result;
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// compare each paramter in turn against the rhs.
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COMPARE_StateAttribute_Parameter(_textureWidth)
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COMPARE_StateAttribute_Parameter(_subloadCallback)
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return 0; // passed all the above comparison macro's, must be equal.
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}
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void Texture1D::setImage(Image* image)
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{
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// delete old texture objects.
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dirtyTextureObject();
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_image = image;
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_modifiedTag.setAllElementsTo(0);
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}
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void Texture1D::apply(State& state) const
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{
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// get the contextID (user defined ID of 0 upwards) for the
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// current OpenGL context.
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const unsigned int contextID = state.getContextID();
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// get the globj for the current contextID.
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GLuint& handle = getTextureObject(contextID);
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if (handle != 0)
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{
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glBindTexture( GL_TEXTURE_1D, handle );
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if (getTextureParameterDirty(state.getContextID())) applyTexParameters(GL_TEXTURE_1D,state);
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if (_subloadCallback.valid())
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{
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_subloadCallback->subload(*this,state);
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}
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else if (_image.valid() && getModifiedTag(contextID) != _image->getModifiedTag())
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{
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applyTexImage1D(GL_TEXTURE_1D,_image.get(),state, _textureWidth, _numMimpmapLevels);
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// update the modified tag to show that it is upto date.
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getModifiedTag(contextID) = _image->getModifiedTag();
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}
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}
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else if (_subloadCallback.valid())
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{
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glGenTextures( 1L, (GLuint *)&handle );
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glBindTexture( GL_TEXTURE_1D, handle );
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applyTexParameters(GL_TEXTURE_1D,state);
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_subloadCallback->load(*this,state);
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// in theory the following line is redundent, but in practice
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// have found that the first frame drawn doesn't apply the textures
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// unless a second bind is called?!!
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// perhaps it is the first glBind which is not required...
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glBindTexture( GL_TEXTURE_1D, handle );
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}
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else if (_image.valid() && _image->data())
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{
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glGenTextures( 1L, (GLuint *)&handle );
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glBindTexture( GL_TEXTURE_1D, handle );
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applyTexParameters(GL_TEXTURE_1D,state);
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applyTexImage1D(GL_TEXTURE_1D,_image.get(),state, _textureWidth, _numMimpmapLevels);
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// update the modified tag to show that it is upto date.
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getModifiedTag(contextID) = _image->getModifiedTag();
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// in theory the following line is redundent, but in practice
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// have found that the first frame drawn doesn't apply the textures
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// unless a second bind is called?!!
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// perhaps it is the first glBind which is not required...
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glBindTexture( GL_TEXTURE_1D, handle );
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}
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else
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{
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glBindTexture( GL_TEXTURE_1D, 0 );
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}
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}
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void Texture1D::computeInternalFormat() const
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{
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if (_image.valid()) computeInternalFormatWithImage(*_image);
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}
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void Texture1D::applyTexImage1D(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& numMimpmapLevels) const
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{
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// if we don't have a valid image we can't create a texture!
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if (!image || !image->data())
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return;
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// get the contextID (user defined ID of 0 upwards) for the
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// current OpenGL context.
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const unsigned int contextID = state.getContextID();
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const Extensions* extensions = getExtensions(contextID,true);
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// compute the internal texture format, this set the _internalFormat to an appropriate value.
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computeInternalFormat();
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// select the internalFormat required for the texture.
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bool compressed = isCompressedInternalFormat(_internalFormat);
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image->ensureValidSizeForTexturing(extensions->maxTextureSize());
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glPixelStorei(GL_UNPACK_ALIGNMENT,image->getPacking());
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static MyCompressedTexImage1DArbProc glCompressedTexImage1D_ptr =
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(MyCompressedTexImage1DArbProc)getGLExtensionFuncPtr("glCompressedTexImage1DARB");
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if( _min_filter == LINEAR || _min_filter == NEAREST )
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{
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if ( !compressed )
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{
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numMimpmapLevels = 1;
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glTexImage1D( target, 0, _internalFormat,
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image->s(), 0,
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(GLenum)image->getPixelFormat(),
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(GLenum)image->getDataType(),
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image->data() );
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}
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else if(glCompressedTexImage1D_ptr)
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{
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numMimpmapLevels = 1;
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GLint blockSize = ( _internalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ? 8 : 16 );
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GLint size = ((image->s()+3)/4)*((image->t()+3)/4)*blockSize;
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glCompressedTexImage1D_ptr(target, 0, _internalFormat,
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image->s(), 0,
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size,
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image->data());
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}
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}
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else
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{
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if(!image->isMipmap())
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{
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numMimpmapLevels = 1;
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gluBuild1DMipmaps( target, _internalFormat,
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image->s(),
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(GLenum)image->getPixelFormat(), (GLenum)image->getDataType(),
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image->data() );
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}
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else
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{
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numMimpmapLevels = image->getNumMipmapLevels();
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int width = image->s();
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if( !compressed )
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{
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for( GLsizei k = 0 ; k < numMimpmapLevels && width ;k++)
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{
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glTexImage1D( target, k, _internalFormat,
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width,0,
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(GLenum)image->getPixelFormat(),
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(GLenum)image->getDataType(),
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image->getMipmapData(k));
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width >>= 1;
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}
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}
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else if(glCompressedTexImage1D_ptr)
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{
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GLint blockSize = ( _internalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ? 8 : 16 );
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GLint size = 0;
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for( GLsizei k = 0 ; k < numMimpmapLevels && width ;k++)
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{
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size = ((width+3)/4)*blockSize;
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glCompressedTexImage1D_ptr(target, k, _internalFormat,
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width, 0, size, image->getMipmapData(k));
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width >>= 1;
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}
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}
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}
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}
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inwidth = image->s();
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}
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void Texture1D::copyTexImage1D(State& state, int x, int y, int width)
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{
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const unsigned int contextID = state.getContextID();
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// get the globj for the current contextID.
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GLuint& handle = getTextureObject(contextID);
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if (handle)
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{
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if (width==(int)_textureWidth)
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{
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// we have a valid texture object which is the right size
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// so lets play clever and use copyTexSubImage2D instead.
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// this allows use to reuse the texture object and avoid
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// expensive memory allocations.
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copyTexSubImage1D(state,0 ,x, y, width);
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return;
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}
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// the relevent texture object is not of the right size so
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// needs to been deleted
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// remove previously bound textures.
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dirtyTextureObject();
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// note, dirtyTextureObject() dirties all the texture objects for
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// this texture, is this right? Perhaps we should dirty just the
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// one for this context. Note sure yet will leave till later.
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// RO July 2001.
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}
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// remove any previously assigned images as these are nolonger valid.
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_image = NULL;
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// switch off mip-mapping.
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_min_filter = LINEAR;
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_mag_filter = LINEAR;
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// Get a new 2d texture handle.
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glGenTextures( 1, &handle );
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glBindTexture( GL_TEXTURE_1D, handle );
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applyTexParameters(GL_TEXTURE_1D,state);
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glCopyTexImage1D( GL_TEXTURE_1D, 0, GL_RGBA, x, y, width, 0 );
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_textureWidth = width;
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// inform state that this texture is the current one bound.
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state.haveAppliedAttribute(this);
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}
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void Texture1D::copyTexSubImage1D(State& state, int xoffset, int x, int y, int width)
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{
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const unsigned int contextID = state.getContextID();
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// get the globj for the current contextID.
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GLuint& handle = getTextureObject(contextID);
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if (handle)
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{
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// we have a valid image
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glBindTexture( GL_TEXTURE_1D, handle );
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applyTexParameters(GL_TEXTURE_1D,state);
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glCopyTexSubImage1D( GL_TEXTURE_1D, 0, xoffset, x, y, width);
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/* Redundant, delete later */
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glBindTexture( GL_TEXTURE_1D, handle );
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// inform state that this texture is the current one bound.
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state.haveAppliedAttribute(this);
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}
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else
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{
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// no texture object already exsits for this context so need to
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// create it upfront - simply call copyTexImage1D.
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copyTexImage1D(state,x,y,width);
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}
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}
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