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