OpenSceneGraph/src/osg/TextureRectangle.cpp

560 lines
18 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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/TextureRectangle>
#include <osg/State>
#include <osg/GLU>
#include <osg/Notify>
#include <osg/Timer>
#ifndef GL_UNPACK_CLIENT_STORAGE_APPLE
#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2
#endif
#ifndef GL_APPLE_vertex_array_range
#define GL_VERTEX_ARRAY_RANGE_APPLE 0x851D
#define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E
#define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F
#define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521
#define GL_STORAGE_CACHED_APPLE 0x85BE
#define GL_STORAGE_SHARED_APPLE 0x85BF
#endif
// #define DO_TIMING
using namespace osg;
TextureRectangle::TextureRectangle():
_textureWidth(0),
_textureHeight(0)
{
setWrap(WRAP_S, CLAMP);
setWrap(WRAP_T, CLAMP);
setFilter(MIN_FILTER, LINEAR);
setFilter(MAG_FILTER, LINEAR);
}
TextureRectangle::TextureRectangle(Image* image):
_textureWidth(0),
_textureHeight(0)
{
setWrap(WRAP_S, CLAMP);
setWrap(WRAP_T, CLAMP);
setFilter(MIN_FILTER, LINEAR);
setFilter(MAG_FILTER, LINEAR);
setImage(image);
}
TextureRectangle::TextureRectangle(const TextureRectangle& text,const CopyOp& copyop):
Texture(text,copyop),
_image(copyop(text._image.get())),
_textureWidth(text._textureWidth),
_textureHeight(text._textureHeight),
_subloadCallback(text._subloadCallback)
{
}
TextureRectangle::~TextureRectangle()
{
}
int TextureRectangle::compare(const StateAttribute& sa) const
{
// check the types are equal and then create the rhs variable
// used by the COMPARE_StateAttribute_Parameter macro's below.
COMPARE_StateAttribute_Types(TextureRectangle,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.
}
}
if (!_image && !rhs._image)
{
// no image attached to either Texture2D
// but could these textures already be downloaded?
// check the _textureObjectBuffer to see if they have been
// downloaded
int result = compareTextureObjects(rhs);
if (result!=0) return result;
}
int result = compareTexture(rhs);
if (result!=0) return result;
// compare each parameter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_textureWidth)
COMPARE_StateAttribute_Parameter(_textureHeight)
COMPARE_StateAttribute_Parameter(_subloadCallback)
return 0; // passed all the above comparison macro's, must be equal.
}
void TextureRectangle::setImage(Image* image)
{
// delete old texture objects.
dirtyTextureObject();
_image = image;
}
void TextureRectangle::apply(State& state) const
{
static bool s_rectangleSupported = isGLExtensionSupported(state.getContextID(),"GL_ARB_texture_rectangle")
|| isGLExtensionSupported(state.getContextID(),"GL_EXT_texture_rectangle")
|| isGLExtensionSupported(state.getContextID(),"GL_NV_texture_rectangle");
if (!s_rectangleSupported)
{
notify(WARN)<<"Warning: TextureRectangle::apply(..) failed, texture rectangle is not support by your OpenGL drivers."<<std::endl;
return;
}
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const unsigned int contextID = state.getContextID();
static OpenThreads::Mutex s_mutex;
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject != 0)
{
textureObject->bind();
if (getTextureParameterDirty(state.getContextID()))
applyTexParameters(GL_TEXTURE_RECTANGLE, state);
if (_subloadCallback.valid())
{
_subloadCallback->subload(*this, state);
}
else if (_image.valid() && getModifiedCount(contextID) != _image->getModifiedCount())
{
applyTexImage_subload(GL_TEXTURE_RECTANGLE, _image.get(), state, _textureWidth, _textureHeight, _internalFormat);
// update the modified count to show that it is upto date.
getModifiedCount(contextID) = _image->getModifiedCount();
}
}
else if (_subloadCallback.valid())
{
// we don't have a applyTexImage1D_subload yet so can't reuse.. so just generate a new texture object.
_textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID,GL_TEXTURE_RECTANGLE);
textureObject->bind();
applyTexParameters(GL_TEXTURE_RECTANGLE, state);
_subloadCallback->load(*this, state);
textureObject->setAllocated(1,_internalFormat,_textureWidth,_textureHeight,1,0);
// in theory the following line is redundant, 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_RECTANGLE, handle);
}
else if (_image.valid() && _image->data())
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(s_mutex);
// we don't have a applyTexImage1D_subload yet so can't reuse.. so just generate a new texture object.
_textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID,GL_TEXTURE_RECTANGLE);
textureObject->bind();
applyTexParameters(GL_TEXTURE_RECTANGLE, state);
applyTexImage_load(GL_TEXTURE_RECTANGLE, _image.get(), state, _textureWidth, _textureHeight);
textureObject->setAllocated(1,_internalFormat,_textureWidth,_textureHeight,1,0);
if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded() && _image->getDataVariance()==STATIC)
{
TextureRectangle* non_const_this = const_cast<TextureRectangle*>(this);
non_const_this->_image = 0;
}
}
else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_internalFormat!=0) )
{
_textureObjectBuffer[contextID] = textureObject = generateTextureObject(
contextID,GL_TEXTURE_RECTANGLE,0,_internalFormat,_textureWidth,_textureHeight,1,0);
textureObject->bind();
applyTexParameters(GL_TEXTURE_RECTANGLE,state);
// no image present, but dimensions at set so lets create the texture
glTexImage2D( GL_TEXTURE_RECTANGLE, 0, _internalFormat,
_textureWidth, _textureHeight, _borderWidth,
_sourceFormat ? _sourceFormat : _internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
0);
if (_readPBuffer.valid())
{
_readPBuffer->bindPBufferToTexture(GL_FRONT);
}
}
else
{
glBindTexture(GL_TEXTURE_RECTANGLE, 0);
}
}
void TextureRectangle::applyTexParameters(GLenum target, State& state) const
{
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const unsigned int contextID = state.getContextID();
glTexParameteri( target, GL_TEXTURE_WRAP_S, _wrap_s );
glTexParameteri( target, GL_TEXTURE_WRAP_T, _wrap_t );
glTexParameteri( target, GL_TEXTURE_MIN_FILTER, _min_filter);
glTexParameteri( target, GL_TEXTURE_MAG_FILTER, _mag_filter);
getTextureParameterDirty(contextID) = false;
}
void TextureRectangle::applyTexImage_load(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight) 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);
// update the modified count to show that it is upto date.
getModifiedCount(contextID) = image->getModifiedCount();
// compute the internal texture format, sets _internalFormat.
computeInternalFormat();
glPixelStorei(GL_UNPACK_ALIGNMENT, image->getPacking());
bool useClientStorage = extensions->isClientStorageSupported() && getClientStorageHint();
if (useClientStorage)
{
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE,GL_TRUE);
glTexParameterf(target,GL_TEXTURE_PRIORITY,0.0f);
#ifdef GL_TEXTURE_STORAGE_HINT_APPLE
glTexParameteri(target, GL_TEXTURE_STORAGE_HINT_APPLE , GL_STORAGE_CACHED_APPLE);
#endif
}
unsigned char* dataMinusOffset = 0;
unsigned char* dataPlusOffset = 0;
const PixelBufferObject* pbo = image->getPixelBufferObject();
if (pbo && pbo->isPBOSupported(contextID))
{
state.bindPixelBufferObject(pbo);
dataMinusOffset = image->data();
dataPlusOffset = reinterpret_cast<unsigned char*>(pbo->offset());
}
else
{
pbo = 0;
}
if(isCompressedInternalFormat(_internalFormat) && extensions->isCompressedTexImage2DSupported())
{
extensions->glCompressedTexImage2D(target, 0, _internalFormat,
image->s(), image->t(), 0,
image->getImageSizeInBytes(),
image->data() - dataMinusOffset + dataPlusOffset);
}
else
{
glTexImage2D(target, 0, _internalFormat,
image->s(), image->t(), 0,
(GLenum)image->getPixelFormat(),
(GLenum)image->getDataType(),
image->data() - dataMinusOffset + dataPlusOffset );
}
if (pbo)
{
state.unbindPixelBufferObject();
}
inwidth = image->s();
inheight = image->t();
if (useClientStorage)
{
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE,GL_FALSE);
}
}
void TextureRectangle::applyTexImage_subload(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight, GLint& inInternalFormat) const
{
// if we don't have a valid image we can't create a texture!
if (!image || !image->data())
return;
if (image->s()!=inwidth || image->t()!=inheight || image->getInternalTextureFormat()!=inInternalFormat)
{
applyTexImage_load(target, image, state, inwidth, inheight);
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);
// update the modified count to show that it is upto date.
getModifiedCount(contextID) = image->getModifiedCount();
// compute the internal texture format, sets _internalFormat.
computeInternalFormat();
glPixelStorei(GL_UNPACK_ALIGNMENT, image->getPacking());
#ifdef DO_TIMING
osg::Timer_t start_tick = osg::Timer::instance()->tick();
osg::notify(osg::NOTICE)<<"glTexSubImage2D pixelFormat = "<<std::hex<<image->getPixelFormat()<<std::dec<<std::endl;
#endif
unsigned char* dataMinusOffset = 0;
unsigned char* dataPlusOffset = 0;
const PixelBufferObject* pbo = image->getPixelBufferObject();
if (pbo && pbo->isPBOSupported(contextID))
{
state.bindPixelBufferObject(pbo);
dataMinusOffset = image->data();
dataPlusOffset = reinterpret_cast<unsigned char*>(pbo->offset()); // -dataMinusOffset+dataPlusOffset
#ifdef DO_TIMING
osg::notify(osg::NOTICE)<<"after PBO "<<osg::Timer::instance()->delta_m(start_tick,osg::Timer::instance()->tick())<<"ms"<<std::endl;
#endif
}
else
{
pbo = 0;
}
if(isCompressedInternalFormat(_internalFormat) && extensions->isCompressedTexSubImage2DSupported())
{
extensions->glCompressedTexSubImage2D(target, 0,
0,0,
image->s(), image->t(),
(GLenum)image->getPixelFormat(),
(GLenum)image->getDataType(),
image->data() - dataMinusOffset + dataPlusOffset);
}
else
{
glTexSubImage2D(target, 0,
0,0,
image->s(), image->t(),
(GLenum)image->getPixelFormat(),
(GLenum)image->getDataType(),
image->data() - dataMinusOffset + dataPlusOffset );
}
if (pbo)
{
state.unbindPixelBufferObject();
}
#ifdef DO_TIMING
osg::notify(osg::NOTICE)<<"glTexSubImage2D "<<osg::Timer::instance()->delta_m(start_tick,osg::Timer::instance()->tick())<<"ms"<<std::endl;
#endif
}
void TextureRectangle::computeInternalFormat() const
{
if (_image.valid()) computeInternalFormatWithImage(*_image);
else computeInternalFormatType();
}
void TextureRectangle::copyTexImage2D(State& state, int x, int y, int width, int height )
{
const unsigned int contextID = state.getContextID();
if (_internalFormat==0) _internalFormat=GL_RGBA;
// get the globj for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject)
{
if (width==(int)_textureWidth && height==(int)_textureHeight)
{
// 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.
copyTexSubImage2D(state,0 ,0, x, y, width, height);
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.
//
_textureObjectBuffer[contextID] = textureObject =
generateTextureObject(contextID,GL_TEXTURE_RECTANGLE);
textureObject->bind();
applyTexParameters(GL_TEXTURE_RECTANGLE,state);
/* bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != NEAREST);
bool hardwareMipMapOn = false;
if (needHardwareMipMap)
{
const Extensions* extensions = getExtensions(contextID,true);
bool generateMipMapSupported = extensions->isGenerateMipMapSupported();
hardwareMipMapOn = _useHardwareMipMapGeneration && generateMipMapSupported;
if (!hardwareMipMapOn)
{
// have to swtich off mip mapping
notify(NOTICE)<<"Warning: Texture2D::copyTexImage2D(,,,,) switch of mip mapping as hardware support not available."<<std::endl;
_min_filter = LINEAR;
}
}
*/
// if (hardwareMipMapOn) glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS,GL_TRUE);
glCopyTexImage2D( GL_TEXTURE_RECTANGLE, 0, _internalFormat, x, y, width, height, 0 );
// if (hardwareMipMapOn) glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS,GL_FALSE);
_textureWidth = width;
_textureHeight = height;
// _numMipmapLevels = 1;
textureObject->setAllocated(1,_internalFormat,_textureWidth,_textureHeight,1,0);
// inform state that this texture is the current one bound.
state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
}
void TextureRectangle::copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height )
{
const unsigned int contextID = state.getContextID();
if (_internalFormat==0) _internalFormat=GL_RGBA;
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject)
{
// we have a valid image
textureObject->bind();
applyTexParameters(GL_TEXTURE_RECTANGLE,state);
/* bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != NEAREST);
bool hardwareMipMapOn = false;
if (needHardwareMipMap)
{
const Extensions* extensions = getExtensions(contextID,true);
bool generateMipMapSupported = extensions->isGenerateMipMapSupported();
hardwareMipMapOn = _useHardwareMipMapGeneration && generateMipMapSupported;
if (!hardwareMipMapOn)
{
// have to swtich off mip mapping
notify(NOTICE)<<"Warning: Texture2D::copyTexImage2D(,,,,) switch of mip mapping as hardware support not available."<<std::endl;
_min_filter = LINEAR;
}
}
*/
// if (hardwareMipMapOn) glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS,GL_TRUE);
glCopyTexSubImage2D( GL_TEXTURE_RECTANGLE, 0, xoffset, yoffset, x, y, width, height);
// if (hardwareMipMapOn) glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS,GL_FALSE);
// inform state that this texture is the current one bound.
state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
}
else
{
// no texture object already exsits for this context so need to
// create it upfront - simply call copyTexImage2D.
copyTexImage2D(state,x,y,width,height);
}
}
void TextureRectangle::allocateMipmap(State&) const
{
osg::notify(osg::NOTICE)<<"Warning: TextureRectangle::allocateMipmap(State&) called eroneously, GL_TEXTURE_RECTANGLE does not support mipmapping."<<std::endl;
}