OpenSceneGraph/include/osg/Texture3D
Robert Osfield bb0022175b Added new buffered_value template class which encapsulates a std::vector but
initializes the array to the number of graphics contexts, and automatically
expands the array when indices outside the current size are required.

Added new osg::Texture::Extensions nested class to handle extensions on a per
context basis.
2002-09-05 11:42:55 +00:00

142 lines
5.4 KiB
C++

//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
// -*-c++-*-
#ifndef OSG_TEXTURE3D
#define OSG_TEXTURE3D 1
#include <osg/Texture>
namespace osg {
/** Texture state class which encapsulates OpenGl 3D texture functionality.*/
class SG_EXPORT Texture3D : public Texture
{
public :
Texture3D();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Texture3D(const Texture3D& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, Texture3D,TEXTURE);
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const StateAttribute& rhs) const;
virtual void getAssociatedModes(std::vector<GLMode>& modes) const
{
modes.push_back(GL_TEXTURE_3D);
}
/** Set the texture image. */
void setImage(Image* image);
/** Get the texture image. */
Image* getImage() { return _image.get(); }
/** Get the const texture image. */
inline const Image* getImage() const { return _image.get(); }
/** Set the texture width and height. If width or height are zero then
* the repsective size value is calculated from the source image sizes. */
inline void setTextureSize(int width, int height, int depth) const
{
_textureWidth = width;
_textureHeight = height;
_textureDepth = depth;
}
/** Get the texture subload width. */
inline void getTextureSize(int& width, int& height, int& depth) const
{
width = _textureWidth;
height = _textureHeight;
depth = _textureDepth;
}
class SubloadCallback : public Referenced
{
public:
virtual void load(const Texture3D& texture,State& state) const = 0;
virtual void subload(const Texture3D& 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 { _numMimpmapLevels=num; }
/** Get the number of mip map levels the the texture has been created with.*/
unsigned int getNumMipmapLevels() const { return _numMimpmapLevels; }
/** Copy a two-dimensional texture subimage. As per glCopyTexSubImage2D.
* Updates portion of an existing OpenGL texture object from the current OpenGL background
* framebuffer contents at pos \a x, \a y with width \a width and
* height \a height. */
void copyTexSubImage3D(State& state, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height);
/** On first apply (unless already compiled), create the minmapped
* texture and bind it, subsequent apply will simple bind to texture.*/
virtual void apply(State& state) const;
struct Extensions : public osg::Referenced
{
Extensions();
bool isTexture3DSupported;
bool isTexture3DFast;
GLint maxTexture3DSize;
void glTexImage3D( GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
void glTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
void glCopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height );
void gluBuild3DMipmaps( GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *data);
};
static Extensions* getExtensions(uint contextID=0);
protected :
virtual ~Texture3D();
virtual void computeInternalFormat() const;
void applyTexImage3D(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight, GLsizei& indepth, GLsizei& numMimpmapLevels) const;
// not ideal that _image is mutable, but its required since
// Image::ensureDimensionsArePowerOfTwo() can only be called
// in a valid OpenGL context, a therefore within an Texture::apply
// which is const...
mutable ref_ptr<Image> _image;
// subloaded images can have different texture and image sizes.
mutable GLsizei _textureWidth, _textureHeight, _textureDepth;
// number of mip map levels the the texture has been created with,
mutable GLsizei _numMimpmapLevels;
ref_ptr<SubloadCallback> _subloadCallback;
};
}
#endif