OpenSceneGraph/include/osg/Texture
2002-02-27 22:00:47 +00:00

333 lines
12 KiB
C++

//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
// -*-c++-*-
#ifndef OSG_TEXTURE
#define OSG_TEXTURE 1
#include <osg/GL>
#include <osg/Types>
#include <osg/Image>
#include <osg/StateAttribute>
#include <osg/StateSet>
#include <osg/ref_ptr>
#include <vector>
#include <map>
#include <set>
// if not defined by gl.h use the definition found in:
// http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_filter_anisotropic.txt
#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#endif
#ifndef GL_ARB_texture_compression
#define GL_COMPRESSED_ALPHA_ARB 0x84E9
#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA
#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB
#define GL_COMPRESSED_INTENSITY_ARB 0x84EC
#define GL_COMPRESSED_RGB_ARB 0x84ED
#define GL_COMPRESSED_RGBA_ARB 0x84EE
#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF
#define GL_TEXTURE_IMAGE_SIZE_ARB 0x86A0
#define GL_TEXTURE_COMPRESSED_ARB 0x86A1
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
#endif
#ifndef GL_EXT_texture_compression_s3tc
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#endif
#ifndef GL_MIRRORED_REPEAT_IBM
#define GL_MIRRORED_REPEAT_IBM 0x8370
#endif
#ifndef GL_CLAMP_TO_EDGE
#define GL_CLAMP_TO_EDGE 0x812F
#endif
#ifndef GL_CLAMP_TO_BORDER_ARB
#define GL_CLAMP_TO_BORDER_ARB 0x812D
#endif
#ifndef GL_GENERATE_MIPMAP_SGIS
#define GL_GENERATE_MIPMAP_SGIS 0x8191
#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192
#endif
namespace osg {
/** Texture state class which encapsulates OpenGl texture functionality.*/
class SG_EXPORT Texture : public StateAttribute
{
public :
Texture();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Texture(const Texture& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
StateAttribute(text,copyop),
_handleList(text._handleList),
_modifiedTag(text._modifiedTag),
_textureObjectSize(text._textureObjectSize),
_image(copyop(text._image.get())),
_textureUnit(text._textureUnit),
_wrap_s(text._wrap_s),
_wrap_t(text._wrap_t),
_wrap_r(text._wrap_r),
_min_filter(text._min_filter),
_mag_filter(text._mag_filter),
_internalFormatMode(text._internalFormatMode),
_internalFormatValue(text._internalFormatValue),
_textureWidth(text._textureWidth),
_textureHeight(text._textureHeight),
_subloadMode(text._subloadMode),
_subloadOffsX(text._subloadOffsX),
_subloadOffsY(text._subloadOffsY) {}
META_StateAttribute(Texture,(Type)(TEXTURE_0+_textureUnit));
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const StateAttribute& rhs) const;
virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const
{
ds.setMode(GL_TEXTURE_2D,value);
}
/** 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(); }
/** Copy pixels into a 2D texture image.As per glCopyTexImage2D.
* Creates an OpenGL texture object from the current OpenGL background
* framebuffer contents at pos \a x, \a y with width \a width and
* height \a height. \a width and \a height must be a power of two.
*/
void copyTexImage2D(State& state, int x, int y, int width, int height );
/** Copy a two-dimensional texture subimage. As per glCopyTexSubImage2D.
* 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 and
* height \a height. \a width and \a height must be a power of two,
* and writing into the texture with offset \a xoffset and \a yoffset.
*/
void copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height );
/** Set the texture unit.
* Valid values are 0,1,2,3.
* Default value of texture unit is 0.
* note, multi-texturing not fully implemented yet... April 2001.
*/
inline void setTextureUnit(const unsigned int textureUnit) { _textureUnit = textureUnit; }
/** get the texture unit.*/
inline const unsigned int getTextureUnit() const { return _textureUnit; }
enum WrapParameter {
WRAP_S,
WRAP_T,
WRAP_R
};
enum WrapMode {
CLAMP = GL_CLAMP,
CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE,
REPEAT = GL_REPEAT,
MIRROR = GL_MIRRORED_REPEAT_IBM,
CLAMP_TO_BORDER_ARB = GL_CLAMP_TO_BORDER_ARB
};
/** Set the texture wrap mode.*/
void setWrap(const WrapParameter which, const WrapMode wrap);
/** Get the texture wrap mode.*/
const WrapMode getWrap(const WrapParameter which) const;
enum FilterParameter {
MIN_FILTER,
MAG_FILTER
};
enum FilterMode {
LINEAR = GL_LINEAR,
LINEAR_MIPMAP_LINEAR = GL_LINEAR_MIPMAP_LINEAR,
LINEAR_MIPMAP_NEAREST = GL_LINEAR_MIPMAP_NEAREST,
NEAREST = GL_NEAREST,
NEAREST_MIPMAP_LINEAR = GL_NEAREST_MIPMAP_LINEAR,
NEAREST_MIPMAP_NEAREST = GL_NEAREST_MIPMAP_NEAREST,
ANISOTROPIC = GL_TEXTURE_MAX_ANISOTROPY_EXT
};
/** Set the texture filter mode.*/
void setFilter(const FilterParameter which, const FilterMode filter);
/** Get the texture filter mode.*/
const FilterMode getFilter(const FilterParameter which) const;
enum InternalFormatMode {
USE_IMAGE_DATA_FORMAT,
USE_USER_DEFINED_FORMAT,
USE_ARB_COMPRESSION,
USE_S3TC_DXT1_COMPRESSION,
USE_S3TC_DXT3_COMPRESSION,
USE_S3TC_DXT5_COMPRESSION
};
/** Set the internal format mode.
* Note, If the mode is set USE_IMAGE_DATA_FORMAT, USE_ARB_COMPRESSION,
* USE_S3TC_COMPRESSION the internalFormat is automatically selected,
* and will overwrite the previous _internalFormatValue.
*/
inline void setInternalFormatMode(const InternalFormatMode mode) { _internalFormatMode = mode; }
/** Get the internal format mode.*/
inline const InternalFormatMode getInternalFormatMode() const { return _internalFormatMode; }
/** Set the internal format to use when creating OpenGL textures.
* Also sets the internalFormatMode to USE_USER_DEFINED_FORMAT.
*/
inline void setInternalFormatValue(const int internalFormat)
{
_internalFormatMode = USE_USER_DEFINED_FORMAT;
_internalFormatValue = internalFormat;
}
/** Get the internal format to use when creating OpenGL textures.*/
inline const int getInternalFormatValue() const { return _internalFormatValue; }
/** return the OpenGL texture object for specified context.*/
inline const uint getTextureObject(const uint contextID) const { if (contextID<_handleList.size()) return _handleList[contextID]; else return 0;}
/** return the memory size of texture object.
* Texture object size can be used for estimating the cost of
* uploading the texture to graphics hardware, which in turn can
* be used for setting texture residence priorities. */
inline const uint getTextureObjectSize() const { return _textureObjectSize; }
enum SubloadMode {
OFF,
AUTO,
IF_DIRTY
};
/** Set the texture subload mode. */
inline void setSubloadMode(const SubloadMode mode) { _subloadMode = mode; }
/** Get the texture subload mode. */
inline const SubloadMode getSubloadMode() const { return _subloadMode; }
/** Set the texture subload offsets. */
inline void setSubloadOffset(const int x, const int y) {
_subloadOffsX = x;
_subloadOffsY = y;
}
/** Get the texture subload offsets. */
inline void getSubloadOffset(int& x, int& y) const {
x = _subloadOffsX;
y = _subloadOffsY;
}
/** Get the handle to the texture object for the current context.*/
inline GLuint& getHandle(const uint contextID) const
{
// pad out handle list if required.
while (_handleList.size()<=contextID)
_handleList.push_back(0);
// get the globj for the current contextID.
return _handleList[contextID];
}
/** Force a recompile on next apply() of associated OpenGL texture objects.*/
void dirtyTextureObject();
/** 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;
/** Compile the texture mip maps. Implemented by simply calling apply().*/
virtual void compile(State& state) const;
/** Method which does the creation of the texture itself, and
* does not set or use texture binding. */
virtual void applyImmediateMode(State& state) const;
/** use deleteTextureObject instead of glDeleteTextures to allow
* OpenGL texture objects to cached until they can be deleted
* by the OpenGL context in which they were created, specified
* by contextID.*/
static void deleteTextureObject(uint contextID,GLuint handle);
/** flush all the cached display list which need to be deleted
* in the OpenGL context related to contextID.*/
static void flushDeletedTextureObjects(uint contextID);
protected :
virtual ~Texture();
typedef std::vector<GLuint> TextureNameList;
mutable TextureNameList _handleList;
typedef std::vector<uint> ImageModifiedTag;
mutable ImageModifiedTag _modifiedTag;
// size of the created OpenGL texture object, may be estimated.
mutable uint _textureObjectSize;
// 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> _image;
unsigned int _textureUnit;
WrapMode _wrap_s;
WrapMode _wrap_t;
WrapMode _wrap_r;
FilterMode _min_filter;
FilterMode _mag_filter;
InternalFormatMode _internalFormatMode;
int _internalFormatValue;
// subloaded images can have different texture and image sizes.
mutable unsigned int _textureWidth, _textureHeight;
SubloadMode _subloadMode;
unsigned int _subloadOffsX, _subloadOffsY;
// static cache of deleted display lists which can only
// by completely deleted once the appropriate OpenGL context
// is set.
typedef std::map<uint,std::set<uint> > DeletedTextureObjectCache;
static DeletedTextureObjectCache s_deletedTextureObjectCache;
};
}
#endif