OpenSceneGraph/include/osg/TextureCubeMap
2014-12-05 20:05:18 +00:00

146 lines
5.3 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.
*/
#ifndef OSG_TEXTURECUBEMAP
#define OSG_TEXTURECUBEMAP 1
#include <osg/Texture>
namespace osg {
/** TextureCubeMap state class which encapsulates OpenGL texture cubemap functionality. */
class OSG_EXPORT TextureCubeMap : public Texture
{
public :
TextureCubeMap();
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
TextureCubeMap(const TextureCubeMap& cm,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, TextureCubeMap,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_CUBE_MAP; }
enum Face {
POSITIVE_X=0,
NEGATIVE_X=1,
POSITIVE_Y=2,
NEGATIVE_Y=3,
POSITIVE_Z=4,
NEGATIVE_Z=5
};
/** Set the texture image for specified face. */
virtual void setImage(unsigned int face, Image* image);
/** Get the texture image for specified face. */
virtual Image* getImage(unsigned int face);
/** Get the const texture image for specified face. */
virtual const Image* getImage(unsigned int face) const;
/** Get the number of images that can be assigned to the Texture. */
virtual unsigned int getNumImages() const { return 6; }
inline unsigned int& getModifiedCount(unsigned int face,unsigned int contextID) const
{
// get the modified count for the current contextID.
return _modifiedCount[face][contextID];
}
/** Set the texture width and height. If width or height are zero then
* the respective size value is calculated from the source image sizes.
*/
inline void setTextureSize(int width, int height) const
{
_textureWidth = width;
_textureHeight = height;
}
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; }
class OSG_EXPORT SubloadCallback : public Referenced
{
public:
virtual void load(const TextureCubeMap& texture,State& state) const = 0;
virtual void subload(const TextureCubeMap& texture,State& state) const = 0;
};
void setSubloadCallback(SubloadCallback* cb) { _subloadCallback = cb;; }
SubloadCallback* getSubloadCallback() { return _subloadCallback.get(); }
const SubloadCallback* getSubloadCallback() const { return _subloadCallback.get(); }
/** Set the number of mip map levels the the texture has been created with.
* Should only be called within an osg::Texuture::apply() and custom OpenGL texture load.
*/
void setNumMipmapLevels(unsigned int num) const { _numMipmapLevels=num; }
/** Get the number of mip map levels the the texture has been created with. */
unsigned int getNumMipmapLevels() const { return _numMipmapLevels; }
/** Copies a two-dimensional texture subimage, as per
* glCopyTexSubImage2D. Updates a portion of an existing OpenGL
* texture object from the current OpenGL background framebuffer
* contents at position \a x, \a y with width \a width and height
* \a height. Loads framebuffer data into the texture using offsets
* \a xoffset and \a yoffset. \a width and \a height must be powers
* of two. */
void copyTexSubImageCubeMap(State& state, int face, int xoffset, int yoffset, int x, int y, int width, int height );
/** On first apply (unless already compiled), create the mipmapped
* texture and bind it. Subsequent apply will simple bind to texture.
*/
virtual void apply(State& state) const;
protected :
virtual ~TextureCubeMap();
bool imagesValid() const;
virtual void computeInternalFormat() const;
void allocateMipmap(State& state) const;
ref_ptr<Image> _images[6];
// subloaded images can have different texture and image sizes.
mutable GLsizei _textureWidth, _textureHeight;
// number of mip map levels the the texture has been created with,
mutable GLsizei _numMipmapLevels;
ref_ptr<SubloadCallback> _subloadCallback;
typedef buffered_value<unsigned int> ImageModifiedCount;
mutable ImageModifiedCount _modifiedCount[6];
};
}
#endif