4c0a861f91
+fix ident
122 lines
4.5 KiB
C++
122 lines
4.5 KiB
C++
/* -*-c++-*-
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* Copyright (C) 2017 Julien Valentin <mp3butcher@hotmail.com>
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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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#ifndef OSG_SAMPLER_H
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#define OSG_SAMPLER_H 1
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#include <osg/Texture>
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namespace osg{
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/** OpenGL Sampler
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* OpenGL 3.3 required
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* https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_sampler_objects.txt
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* State Attribute controllig sampling instead of Texture
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* Sampler is prioritary over Texture sample parameter (don't play with both)
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*/
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class OSG_EXPORT Sampler : public osg::StateAttribute
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{
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public:
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Sampler();
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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Sampler(const Sampler& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_StateAttribute(osg,Sampler,SAMPLER)
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virtual bool isTextureAttribute() const { return true; }
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/** Sets the texture wrap mode. */
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void setWrap(Texture::WrapParameter which, Texture::WrapMode wrap);
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/** Gets the texture wrap mode. */
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Texture::WrapMode getWrap(Texture::WrapParameter which) const;
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/** Sets the texture filter mode. */
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void setFilter(Texture::FilterParameter which, Texture::FilterMode filter);
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/** Gets the texture filter mode. */
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Texture::FilterMode getFilter(Texture::FilterParameter which) const;
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/** Sets shadow texture comparison function. */
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void setShadowCompareFunc(Texture::ShadowCompareFunc func);
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Texture::ShadowCompareFunc getShadowCompareFunc() const { return _shadow_compare_func; }
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/** Sets shadow texture mode after comparison. */
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void setShadowTextureMode(Texture::ShadowTextureMode mode);
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Texture::ShadowTextureMode getShadowTextureMode() const { return _shadow_texture_mode; }
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/** Sets the border color. Only used when wrap mode is CLAMP_TO_BORDER.
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* The border color will be casted to the appropriate type to match the
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* internal pixel format of the texture. */
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void setBorderColor(const Vec4d& color);
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/** Gets the border color. */
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const Vec4d& getBorderColor() const { return _borderColor; }
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/** Sets the maximum anisotropy value, default value is 1.0 for no
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* anisotropic filtering. If hardware does not support anisotropic
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* filtering, use normal filtering (equivalent to a max anisotropy
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* value of 1.0. Valid range is 1.0f upwards. The maximum value
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* depends on the graphics system. */
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void setMaxAnisotropy(float anis);
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/** Gets the maximum anisotropy value. */
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inline float getMaxAnisotropy() const { return _maxAnisotropy; }
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void setMinLOD(float anis);
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/** Gets the maximum anisotropy value. */
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inline float getMinLOD() const { return _minlod; }
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void setMaxLOD(float anis);
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/** Gets the maximum anisotropy value. */
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inline float getMaxLOD() const { return _maxlod; }
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void setLODBias(float anis);
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/** Gets the maximum anisotropy value. */
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inline float getLODBias() const { return _lodbias; }
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/** helper method to generate Sampler from Texture's sampling parameters (except shadow_texture_mode left to NONE) */
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static void generateSamplerObjects(StateSet&);
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virtual void apply(State& state) const;
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virtual void compileGLObjects(State&) const;
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/** release state's SamplerObject **/
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virtual void releaseGLObjects(State* state=0) const;
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virtual int compare(const StateAttribute& sa) const;
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protected:
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Texture::WrapMode _wrap_s;
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Texture::WrapMode _wrap_t;
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Texture::WrapMode _wrap_r;
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Texture::ShadowCompareFunc _shadow_compare_func;
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Texture::ShadowTextureMode _shadow_texture_mode;
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Vec4d _borderColor;
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Texture::FilterMode _min_filter;
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Texture::FilterMode _mag_filter;
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float _maxAnisotropy, _minlod, _maxlod, _lodbias;
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mutable buffered_value<GLuint> _PCsampler;
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mutable buffered_value<uint8_t> _PCdirtyflags;
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};
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}
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#endif
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