c71016bd3c
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14515 16af8721-9629-0410-8352-f15c8da7e697
100 lines
3.7 KiB
C++
100 lines
3.7 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 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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* Texture2DMultisample codes Copyright (C) 2010 Marcin Hajder
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* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
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*/
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#ifndef OSG_TEXTURE2DMS
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#define OSG_TEXTURE2DMS 1
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#include <osg/Texture>
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namespace osg {
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/** Texture2DMultisample state class which encapsulates OpenGL 2D multisampled texture functionality.
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* Multisampled texture were introduced with OpenGL 3.1 and extension GL_ARB_texture_multisample.
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* See http://www.opengl.org/registry/specs/ARB/texture_multisample.txt for more info.
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*/
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class OSG_EXPORT Texture2DMultisample : public Texture
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{
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public :
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Texture2DMultisample();
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Texture2DMultisample(GLsizei numSamples, GLboolean fixedsamplelocations);
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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Texture2DMultisample(const Texture2DMultisample& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_StateAttribute(osg, Texture2DMultisample,TEXTURE);
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/** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
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virtual int compare(const StateAttribute& rhs) const;
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virtual GLenum getTextureTarget() const
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{
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return GL_TEXTURE_2D_MULTISAMPLE;
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}
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/** Texture2DMultisample is related to non fixed pipeline usage only so isn't appropriate to enable/disable.*/
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virtual bool getModeUsage(StateAttribute::ModeUsage&) const { return false; }
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/** Sets the texture width and height. If width or height are zero,
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* calculate the respective value from the source image size. */
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inline void setTextureSize(int width, int height) const
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{
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_textureWidth = width;
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_textureHeight = height;
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}
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inline void setNumSamples( int samples ) { _numSamples = samples; }
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GLsizei getNumSamples() const { return _numSamples; }
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// unnecessary for Texture2DMultisample
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virtual void setImage(unsigned int /*face*/, Image* /*image*/) {}
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virtual Image* getImage(unsigned int /*face*/) { return NULL; }
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virtual const Image* getImage(unsigned int /*face*/) const { return NULL; }
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virtual unsigned int getNumImages() const {return 0; }
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virtual void allocateMipmap(State& /*state*/) const {}
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void setTextureWidth(int width) { _textureWidth=width; }
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void setTextureHeight(int height) { _textureHeight=height; }
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virtual int getTextureWidth() const { return _textureWidth; }
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virtual int getTextureHeight() const { return _textureHeight; }
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virtual int getTextureDepth() const { return 1; }
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/** Bind the texture object. If the texture object hasn't already been
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* compiled, create the texture mipmap levels. */
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virtual void apply(State& state) const;
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protected :
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virtual ~Texture2DMultisample();
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virtual void computeInternalFormat() const;
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/** Subloaded images can have different texture and image sizes. */
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mutable GLsizei _textureWidth, _textureHeight;
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mutable GLsizei _numSamples;
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mutable GLboolean _fixedsamplelocations;
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};
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}
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#endif
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