OpenSceneGraph/include/osg/Texture2DArray
2014-12-09 10:05:59 +00:00

154 lines
6.3 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_TEXTURE2DARRAY
#define OSG_TEXTURE2DARRAY 1
#include <osg/Texture>
#include <list>
namespace osg {
/** Texture2DArray state class which encapsulates OpenGL 2D array texture functionality.
* Texture arrays were introduced with Shader Model 4.0 hardware.
*
* A 2D texture array does contain textures sharing the same properties (e.g. size, bitdepth,...)
* in a layered structure. See http://www.opengl.org/registry/specs/EXT/texture_array.txt for more info.
*/
class OSG_EXPORT Texture2DArray : public Texture
{
public :
Texture2DArray();
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
Texture2DArray(const Texture2DArray& cm,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, Texture2DArray, 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_ARRAY_EXT; }
/** Texture2DArray is related to non fixed pipeline usage only so isn't appropriate to enable/disable.*/
virtual bool getModeUsage(StateAttribute::ModeUsage&) const { return false; }
/** Set the texture image for specified layer. */
virtual void setImage(unsigned int layer, Image* image);
/** Get the texture image for specified layer. */
virtual Image* getImage(unsigned int layer);
/** Get the const texture image for specified layer. */
virtual const Image* getImage(unsigned int layer) const;
/** Get the number of images that are assigned to the Texture.
* The number is equal to the texture depth. To get the maximum possible
* image/layer count, you have to use the extension subclass, since it provides
* graphic context dependent information.
*/
virtual unsigned int getNumImages() const { return getTextureDepth(); }
/** Check how often was a certain layer in the given context modified */
inline unsigned int& getModifiedCount(unsigned int layer, unsigned int contextID) const
{
// get the modified count for the current contextID.
return _modifiedCount[layer][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.
* Depth parameter specifies the number of layers to be used.
*/
void setTextureSize(int width, int height, int depth);
void setTextureWidth(int width) { _textureWidth=width; }
void setTextureHeight(int height) { _textureHeight=height; }
void setTextureDepth(int depth);
virtual int getTextureWidth() const { return _textureWidth; }
virtual int getTextureHeight() const { return _textureHeight; }
virtual int getTextureDepth() const { return _textureDepth; }
class OSG_EXPORT SubloadCallback : public Referenced
{
public:
virtual void load(const Texture2DArray& texture,State& state) const = 0;
virtual void subload(const Texture2DArray& 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::Texture::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
* glCopyTexSubImage3D. 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 zoffset specifies the layer of the texture
* array to which the result is copied.
*/
void copyTexSubImage2DArray(State& state, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height );
/** Bind the texture if already compiled. Otherwise recompile.
*/
virtual void apply(State& state) const;
protected :
virtual ~Texture2DArray();
bool imagesValid() const;
virtual void computeInternalFormat() const;
void allocateMipmap(State& state) const;
void applyTexImage2DArray_subload(State& state, Image* image, GLsizei inwidth, GLsizei inheight, GLsizei indepth, GLint inInternalFormat, GLsizei& numMipmapLevels) const;
/**
* Use std::vector to encapsulate referenced pointers to images of different layers.
* Vectors gives us a random access iterator. The overhead of non-used elements is negligible */
std::vector<ref_ptr<Image> > _images;
// 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 _numMipmapLevels;
ref_ptr<SubloadCallback> _subloadCallback;
typedef buffered_value<unsigned int> ImageModifiedCount;
mutable std::vector<ImageModifiedCount> _modifiedCount;
};
}
#endif