OpenSceneGraph/include/osg/Texture1D
2004-07-27 10:11:45 +00:00

161 lines
5.8 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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.
*/
// -*-c++-*-
#ifndef OSG_TEXTURE1D
#define OSG_TEXTURE1D 1
#include <osg/Texture>
namespace osg {
/** Texture state class which encapsulates OpenGl 1D texture functionality.*/
class SG_EXPORT Texture1D : public Texture
{
public :
Texture1D();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Texture1D(const Texture1D& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, Texture1D,TEXTURE);
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const StateAttribute& rhs) const;
virtual bool getModeUsage(ModeUsage& usage) const
{
usage.usesTextureMode(GL_TEXTURE_1D);
return true;
}
/** 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(); }
inline unsigned int& getModifiedTag(unsigned int contextID) const
{
// get the modified tag for the current contextID.
return _modifiedTag[contextID];
}
/** Set the texture image, ignoring face. as there is only one image*/
virtual void setImage(unsigned int, Image* image) { setImage(image); }
/** Get the texture image, ignoring face value as there is only one image. */
virtual Image* getImage(unsigned int) { return _image.get(); }
/** Get the const texture image , ignoring face value as there is only one image. */
virtual const Image* getImage(unsigned int) const { return _image.get(); }
/** Get the number of images that can be assigned to the Texture. */
virtual unsigned int getNumImages() const { return 1; }
/** 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) const
{
_textureWidth = width;
}
/** Get the texture subload width. */
inline void getTextureSize(int& width) const
{
width = _textureWidth;
}
class SG_EXPORT SubloadCallback : public Referenced
{
public:
virtual void load(const Texture1D& texture,State& state) const = 0;
virtual void subload(const Texture1D& 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; }
/** Copy pixels into a 1D texture image.As per glCopyTexImage1D.
* Creates an OpenGL texture object from the current OpenGL background
* framebuffer contents at pos \a x, \a y with width \a width. \a width must be a power of two.
*/
void copyTexImage1D(State& state, int x, int y, int width);
/** Copy a one-dimensional texture subimage. As per glCopyTexSubImage1D.
* 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.
*/
void copyTexSubImage1D(State& state, int xoffset, int x, int y, int width);
/** 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;
protected :
virtual ~Texture1D();
virtual void computeInternalFormat() const;
/** Helper method which does the creation of the texture itself, and
* does not set or use texture binding. */
void applyTexImage1D(GLenum target, Image* image, State& state, GLsizei& width, GLsizei& numMipmapLevels) 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;
// number of mip map levels the the texture has been created with,
mutable GLsizei _numMipmapLevels;
ref_ptr<SubloadCallback> _subloadCallback;
typedef buffered_value<unsigned int> ImageModifiedTag;
mutable ImageModifiedTag _modifiedTag;
};
}
#endif