OpenSceneGraph/include/osg/Texture2DMultisample

100 lines
3.7 KiB
C++

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