OpenSceneGraph/include/osg/Texture
2018-01-03 12:34:01 +00:00

1235 lines
51 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_TEXTURE
#define OSG_TEXTURE 1
#include <osg/GL>
#include <osg/Image>
#include <osg/TextureAttribute>
#include <osg/GraphicsContext>
#include <osg/ref_ptr>
#include <osg/Vec4>
#include <osg/Vec4d>
#include <osg/Vec4i>
#include <osg/buffered_value>
#include <osg/GLExtensions>
#include <list>
#include <map>
// If not defined by gl.h use the definition found in:
// http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_filter_anisotropic.txt
#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#endif
// If not defined, use the definition found in:
// http://www.opengl.org/registry/specs/ARB/texture_swizzle.txt
#ifndef GL_TEXTURE_SWIZZLE_RGBA
#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46
#endif
#ifndef GL_ARB_texture_compression
#define GL_COMPRESSED_ALPHA_ARB 0x84E9
#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA
#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB
#define GL_COMPRESSED_INTENSITY_ARB 0x84EC
#define GL_COMPRESSED_RGB_ARB 0x84ED
#define GL_COMPRESSED_RGBA_ARB 0x84EE
#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF
#define GL_TEXTURE_COMPRESSED_ARB 0x86A1
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
#endif
#ifndef GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB
#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0
#endif
#ifndef GL_EXT_texture_compression_s3tc
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#endif
#ifndef GL_EXT_texture_compression_rgtc
#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB
#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
#endif
#ifndef GL_IMG_texture_compression_pvrtc
#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
#define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
#define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
#endif
#ifndef GL_OES_compressed_ETC1_RGB8_texture
#define GL_ETC1_RGB8_OES 0x8D64
#endif
#ifndef GL_ARB_INTERNAL_TEXTURE_FORMAT
#define GL_RGBA32F_ARB 0x8814
#define GL_RGB32F_ARB 0x8815
#define GL_ALPHA32F_ARB 0x8816
#define GL_INTENSITY32F_ARB 0x8817
#define GL_LUMINANCE32F_ARB 0x8818
#define GL_LUMINANCE_ALPHA32F_ARB 0x8819
#define GL_RGBA16F_ARB 0x881A
#define GL_RGB16F_ARB 0x881B
#define GL_ALPHA16F_ARB 0x881C
#define GL_INTENSITY16F_ARB 0x881D
#define GL_LUMINANCE16F_ARB 0x881E
#define GL_LUMINANCE_ALPHA16F_ARB 0x881F
#endif
#ifndef GL_HALF_FLOAT
#define GL_HALF_FLOAT 0x140B
#endif
#ifndef GL_NV_texture_shader
#define GL_HILO_NV 0x86F4
#define GL_DSDT_NV 0x86F5
#define GL_DSDT_MAG_NV 0x86F6
#define GL_DSDT_MAG_VIB_NV 0x86F7
#define GL_HILO16_NV 0x86F8
#define GL_SIGNED_HILO_NV 0x86F9
#define GL_SIGNED_HILO16_NV 0x86FA
#define GL_SIGNED_RGBA_NV 0x86FB
#define GL_SIGNED_RGBA8_NV 0x86FC
#define GL_SIGNED_RGB_NV 0x86FE
#define GL_SIGNED_RGB8_NV 0x86FF
#define GL_SIGNED_LUMINANCE_NV 0x8701
#define GL_SIGNED_LUMINANCE8_NV 0x8702
#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703
#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704
#define GL_SIGNED_ALPHA_NV 0x8705
#define GL_SIGNED_ALPHA8_NV 0x8706
#define GL_SIGNED_INTENSITY_NV 0x8707
#define GL_SIGNED_INTENSITY8_NV 0x8708
#define GL_DSDT8_NV 0x8709
#define GL_DSDT8_MAG8_NV 0x870A
#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B
#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C
#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D
#endif
#ifndef GL_NV_float_buffer
#define GL_FLOAT_R_NV 0x8880
#define GL_FLOAT_RG_NV 0x8881
#define GL_FLOAT_RGB_NV 0x8882
#define GL_FLOAT_RGBA_NV 0x8883
#define GL_FLOAT_R16_NV 0x8884
#define GL_FLOAT_R32_NV 0x8885
#define GL_FLOAT_RG16_NV 0x8886
#define GL_FLOAT_RG32_NV 0x8887
#define GL_FLOAT_RGB16_NV 0x8888
#define GL_FLOAT_RGB32_NV 0x8889
#define GL_FLOAT_RGBA16_NV 0x888A
#define GL_FLOAT_RGBA32_NV 0x888B
#endif
#ifndef GL_ATI_texture_float
#define GL_RGBA_FLOAT32_ATI 0x8814
#define GL_RGB_FLOAT32_ATI 0x8815
#define GL_ALPHA_FLOAT32_ATI 0x8816
#define GL_INTENSITY_FLOAT32_ATI 0x8817
#define GL_LUMINANCE_FLOAT32_ATI 0x8818
#define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819
#define GL_RGBA_FLOAT16_ATI 0x881A
#define GL_RGB_FLOAT16_ATI 0x881B
#define GL_ALPHA_FLOAT16_ATI 0x881C
#define GL_INTENSITY_FLOAT16_ATI 0x881D
#define GL_LUMINANCE_FLOAT16_ATI 0x881E
#define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F
#endif
#ifndef GL_MIRRORED_REPEAT_IBM
#define GL_MIRRORED_REPEAT_IBM 0x8370
#endif
#ifndef GL_CLAMP_TO_EDGE
#define GL_CLAMP_TO_EDGE 0x812F
#endif
#ifndef GL_CLAMP
#define GL_CLAMP 0x2900
#endif
#ifndef GL_CLAMP_TO_BORDER_ARB
#define GL_CLAMP_TO_BORDER_ARB 0x812D
#endif
#ifndef GL_INTENSITY
// OpenGL ES1 and ES2 doesn't provide GL_INTENSITY
#define GL_INTENSITY 0x8049
#endif
#ifndef GL_GENERATE_MIPMAP_SGIS
#define GL_GENERATE_MIPMAP_SGIS 0x8191
#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192
#endif
#ifndef GL_TEXTURE_3D
#define GL_TEXTURE_3D 0x806F
#endif
#ifndef GL_TEXTURE_CUBE_MAP
#define GL_TEXTURE_CUBE_MAP 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
#endif
#ifndef GL_TEXTURE_BINDING_3D
#define GL_TEXTURE_BINDING_3D 0x806A
#endif
#ifndef GL_DEPTH_TEXTURE_MODE_ARB
#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B
#endif
#ifndef GL_TEXTURE_COMPARE_MODE_ARB
#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C
#endif
#ifndef GL_TEXTURE_COMPARE_FUNC_ARB
#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D
#endif
#ifndef GL_COMPARE_R_TO_TEXTURE_ARB
#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E
#endif
#ifndef TEXTURE_COMPARE_FAIL_VALUE_ARB
#define TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF
#endif
#if !defined( GL_MAX_TEXTURE_UNITS )
#define GL_MAX_TEXTURE_UNITS 0x84E2
#endif
#ifndef GL_TEXTURE_DEPTH
#define GL_TEXTURE_DEPTH 0x8071
#endif
#ifndef GL_TEXTURE_2D_MULTISAMPLE
#define GL_TEXTURE_2D_MULTISAMPLE 0x9100
#endif
// Integer texture extension as in http://www.opengl.org/registry/specs/EXT/texture_integer.txt
#ifndef GL_EXT_texture_integer
#define GL_RGBA32UI_EXT 0x8D70
#define GL_RGB32UI_EXT 0x8D71
#define GL_ALPHA32UI_EXT 0x8D72
#define GL_INTENSITY32UI_EXT 0x8D73
#define GL_LUMINANCE32UI_EXT 0x8D74
#define GL_LUMINANCE_ALPHA32UI_EXT 0x8D75
#define GL_RGBA16UI_EXT 0x8D76
#define GL_RGB16UI_EXT 0x8D77
#define GL_ALPHA16UI_EXT 0x8D78
#define GL_INTENSITY16UI_EXT 0x8D79
#define GL_LUMINANCE16UI_EXT 0x8D7A
#define GL_LUMINANCE_ALPHA16UI_EXT 0x8D7B
#define GL_RGBA8UI_EXT 0x8D7C
#define GL_RGB8UI_EXT 0x8D7D
#define GL_ALPHA8UI_EXT 0x8D7E
#define GL_INTENSITY8UI_EXT 0x8D7F
#define GL_LUMINANCE8UI_EXT 0x8D80
#define GL_LUMINANCE_ALPHA8UI_EXT 0x8D81
#define GL_RGBA32I_EXT 0x8D82
#define GL_RGB32I_EXT 0x8D83
#define GL_ALPHA32I_EXT 0x8D84
#define GL_INTENSITY32I_EXT 0x8D85
#define GL_LUMINANCE32I_EXT 0x8D86
#define GL_LUMINANCE_ALPHA32I_EXT 0x8D87
#define GL_RGBA16I_EXT 0x8D88
#define GL_RGB16I_EXT 0x8D89
#define GL_ALPHA16I_EXT 0x8D8A
#define GL_INTENSITY16I_EXT 0x8D8B
#define GL_LUMINANCE16I_EXT 0x8D8C
#define GL_LUMINANCE_ALPHA16I_EXT 0x8D8D
#define GL_RGBA8I_EXT 0x8D8E
#define GL_RGB8I_EXT 0x8D8F
#define GL_ALPHA8I_EXT 0x8D90
#define GL_INTENSITY8I_EXT 0x8D91
#define GL_LUMINANCE8I_EXT 0x8D92
#define GL_LUMINANCE_ALPHA8I_EXT 0x8D93
#define GL_RED_INTEGER_EXT 0x8D94
#define GL_GREEN_INTEGER_EXT 0x8D95
#define GL_BLUE_INTEGER_EXT 0x8D96
#define GL_ALPHA_INTEGER_EXT 0x8D97
#define GL_RGB_INTEGER_EXT 0x8D98
#define GL_RGBA_INTEGER_EXT 0x8D99
#define GL_BGR_INTEGER_EXT 0x8D9A
#define GL_BGRA_INTEGER_EXT 0x8D9B
#define GL_LUMINANCE_INTEGER_EXT 0x8D9C
#define GL_LUMINANCE_ALPHA_INTEGER_EXT 0x8D9D
#define GL_RGBA_INTEGER_MODE_EXT 0x8D9E
#endif
#ifndef GL_VERSION_1_1
#define GL_R3_G3_B2 0x2A10
#define GL_RGB4 0x804F
#define GL_RGB5 0x8050
#define GL_RGB8 0x8051
#define GL_RGB10 0x8052
#define GL_RGB12 0x8053
#define GL_RGB16 0x8054
#define GL_RGBA2 0x8055
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGBA8 0x8058
#define GL_RGB10_A2 0x8059
#define GL_RGBA12 0x805A
#define GL_RGBA16 0x805B
#define GL_BGR_EXT 0x80E0
#define GL_BGRA_EXT 0x80E1
#endif
#ifndef GL_ARB_texture_rg
#define GL_RG 0x8227
#define GL_RG_INTEGER 0x8228
#define GL_R8 0x8229
#define GL_R16 0x822A
#define GL_RG8 0x822B
#define GL_RG16 0x822C
#define GL_R16F 0x822D
#define GL_R32F 0x822E
#define GL_RG16F 0x822F
#define GL_RG32F 0x8230
#define GL_R8I 0x8231
#define GL_R8UI 0x8232
#define GL_R16I 0x8233
#define GL_R16UI 0x8234
#define GL_R32I 0x8235
#define GL_R32UI 0x8236
#define GL_RG8I 0x8237
#define GL_RG8UI 0x8238
#define GL_RG16I 0x8239
#define GL_RG16UI 0x823A
#define GL_RG32I 0x823B
#define GL_RG32UI 0x823C
#endif
#ifndef GL_ARB_shader_image_load_store
#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002
#define GL_UNIFORM_BARRIER_BIT 0x00000004
#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008
#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
#define GL_COMMAND_BARRIER_BIT 0x00000040
#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080
#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100
#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200
#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400
#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800
#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000
#define GL_ALL_BARRIER_BITS 0xFFFFFFFF
#define GL_MAX_IMAGE_UNITS 0x8F38
#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39
#define GL_IMAGE_BINDING_NAME 0x8F3A
#define GL_IMAGE_BINDING_LEVEL 0x8F3B
#define GL_IMAGE_BINDING_LAYERED 0x8F3C
#define GL_IMAGE_BINDING_LAYER 0x8F3D
#define GL_IMAGE_BINDING_ACCESS 0x8F3E
#define GL_IMAGE_1D 0x904C
#define GL_IMAGE_2D 0x904D
#define GL_IMAGE_3D 0x904E
#define GL_IMAGE_2D_RECT 0x904F
#define GL_IMAGE_CUBE 0x9050
#define GL_IMAGE_BUFFER 0x9051
#define GL_IMAGE_1D_ARRAY 0x9052
#define GL_IMAGE_2D_ARRAY 0x9053
#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054
#define GL_IMAGE_2D_MULTISAMPLE 0x9055
#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056
#define GL_INT_IMAGE_1D 0x9057
#define GL_INT_IMAGE_2D 0x9058
#define GL_INT_IMAGE_3D 0x9059
#define GL_INT_IMAGE_2D_RECT 0x905A
#define GL_INT_IMAGE_CUBE 0x905B
#define GL_INT_IMAGE_BUFFER 0x905C
#define GL_INT_IMAGE_1D_ARRAY 0x905D
#define GL_INT_IMAGE_2D_ARRAY 0x905E
#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F
#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060
#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061
#define GL_UNSIGNED_INT_IMAGE_1D 0x9062
#define GL_UNSIGNED_INT_IMAGE_2D 0x9063
#define GL_UNSIGNED_INT_IMAGE_3D 0x9064
#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065
#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066
#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067
#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068
#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069
#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B
#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C
#define GL_MAX_IMAGE_SAMPLES 0x906D
#define GL_IMAGE_BINDING_FORMAT 0x906E
#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9
#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA
#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB
#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC
#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD
#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE
#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF
#endif
//#define OSG_COLLECT_TEXTURE_APPLIED_STATS 1
namespace osg {
// forward declare
class TextureObjectSet;
class TextureObjectManager;
/** Texture pure virtual base class that encapsulates OpenGL texture
* functionality common to the various types of OSG textures.
*/
class OSG_EXPORT Texture : public osg::TextureAttribute
{
public :
Texture();
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
Texture(const Texture& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
virtual osg::Object* cloneType() const = 0;
virtual osg::Object* clone(const CopyOp& copyop) const = 0;
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const Texture *>(obj)!=NULL; }
virtual const char* libraryName() const { return "osg"; }
virtual const char* className() const { return "Texture"; }
/** Fast alternative to dynamic_cast<> for determining if state attribute is a Texture.*/
virtual Texture* asTexture() { return this; }
/** Fast alternative to dynamic_cast<> for determining if state attribute is a Texture.*/
virtual const Texture* asTexture() const { return this; }
virtual Type getType() const { return TEXTURE; }
virtual bool isTextureAttribute() const { return true; }
virtual GLenum getTextureTarget() const = 0;
#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const
{
usage.usesTextureMode(getTextureTarget());
return true;
}
#endif
virtual int getTextureWidth() const { return 0; }
virtual int getTextureHeight() const { return 0; }
virtual int getTextureDepth() const { return 0; }
enum WrapParameter {
WRAP_S,
WRAP_T,
WRAP_R
};
enum WrapMode {
CLAMP = GL_CLAMP,
CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE,
CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER_ARB,
REPEAT = GL_REPEAT,
MIRROR = GL_MIRRORED_REPEAT_IBM
};
/** Sets the texture wrap mode. */
void setWrap(WrapParameter which, WrapMode wrap);
/** Gets the texture wrap mode. */
WrapMode getWrap(WrapParameter which) const;
/** Sets the border color. Only used when wrap mode is CLAMP_TO_BORDER.
* The border color will be casted to the appropriate type to match the
* internal pixel format of the texture. */
void setBorderColor(const Vec4d& color) { _borderColor = color; dirtyTextureParameters(); }
/** Gets the border color. */
const Vec4d& getBorderColor() const { return _borderColor; }
/** Sets the border width. */
void setBorderWidth(GLint width) { _borderWidth = width; dirtyTextureParameters(); }
GLint getBorderWidth() const { return _borderWidth; }
enum FilterParameter {
MIN_FILTER,
MAG_FILTER
};
enum FilterMode {
LINEAR = GL_LINEAR,
LINEAR_MIPMAP_LINEAR = GL_LINEAR_MIPMAP_LINEAR,
LINEAR_MIPMAP_NEAREST = GL_LINEAR_MIPMAP_NEAREST,
NEAREST = GL_NEAREST,
NEAREST_MIPMAP_LINEAR = GL_NEAREST_MIPMAP_LINEAR,
NEAREST_MIPMAP_NEAREST = GL_NEAREST_MIPMAP_NEAREST
};
/** Sets the texture filter mode. */
void setFilter(FilterParameter which, FilterMode filter);
/** Gets the texture filter mode. */
FilterMode getFilter(FilterParameter which) const;
/** Sets the maximum anisotropy value, default value is 1.0 for no
* anisotropic filtering. If hardware does not support anisotropic
* filtering, use normal filtering (equivalent to a max anisotropy
* value of 1.0. Valid range is 1.0f upwards. The maximum value
* depends on the graphics system. */
void setMaxAnisotropy(float anis);
/** Gets the maximum anisotropy value. */
inline float getMaxAnisotropy() const { return _maxAnisotropy; }
/** Configure the source of texture swizzling for all channels */
inline void setSwizzle(const Vec4i& swizzle) { _swizzle = swizzle; dirtyTextureParameters(); };
/** Gets the source of texture swizzling for all channels */
inline const Vec4i& getSwizzle() const { return _swizzle; }
/** Sets the hardware mipmap generation hint. If enabled, it will
* only be used if supported in the graphics system. */
inline void setUseHardwareMipMapGeneration(bool useHardwareMipMapGeneration) { _useHardwareMipMapGeneration = useHardwareMipMapGeneration; }
/** Gets the hardware mipmap generation hint. */
inline bool getUseHardwareMipMapGeneration() const { return _useHardwareMipMapGeneration; }
/** Sets whether or not the apply() function will unreference the image
* data. If enabled, and the image data is only referenced by this
* Texture, apply() will delete the image data. */
inline void setUnRefImageDataAfterApply(bool flag) { _unrefImageDataAfterApply = flag; }
/** Gets whether or not apply() unreferences image data. */
inline bool getUnRefImageDataAfterApply() const { return _unrefImageDataAfterApply; }
/** Sets whether to use client storage for the texture, if supported
* by the graphics system. Note: If enabled, and the graphics system
* supports it, the osg::Image(s) associated with this texture cannot
* be deleted, so the UnRefImageDataAfterApply flag would be ignored. */
inline void setClientStorageHint(bool flag) { _clientStorageHint = flag; }
/** Gets whether to use client storage for the texture. */
inline bool getClientStorageHint() const { return _clientStorageHint; }
/** Sets whether to force the texture to resize images that have dimensions
* that are not a power of two. If enabled, NPOT images will be resized,
* whether or not NPOT textures are supported by the hardware. If disabled,
* NPOT images will not be resized if supported by hardware. */
inline void setResizeNonPowerOfTwoHint(bool flag) { _resizeNonPowerOfTwoHint = flag; }
/** Gets whether texture will force non power to two images to be resized. */
inline bool getResizeNonPowerOfTwoHint() const { return _resizeNonPowerOfTwoHint; }
enum InternalFormatMode {
USE_IMAGE_DATA_FORMAT,
USE_USER_DEFINED_FORMAT,
USE_ARB_COMPRESSION,
USE_S3TC_DXT1_COMPRESSION,
USE_S3TC_DXT3_COMPRESSION,
USE_S3TC_DXT5_COMPRESSION,
USE_PVRTC_2BPP_COMPRESSION,
USE_PVRTC_4BPP_COMPRESSION,
USE_ETC_COMPRESSION,
USE_ETC2_COMPRESSION,
USE_RGTC1_COMPRESSION,
USE_RGTC2_COMPRESSION,
USE_S3TC_DXT1c_COMPRESSION,
USE_S3TC_DXT1a_COMPRESSION
};
/** Sets the internal texture format mode. Note: If the texture format is
* USE_IMAGE_DATA_FORMAT, USE_ARB_COMPRESSION, or USE_S3TC_COMPRESSION,
* the internal format mode is set automatically and will overwrite the
* previous _internalFormat. */
inline void setInternalFormatMode(InternalFormatMode mode) { _internalFormatMode = mode; }
/** Gets the internal texture format mode. */
inline InternalFormatMode getInternalFormatMode() const { return _internalFormatMode; }
/** Sets the internal texture format. Implicitly sets the
* internalFormatMode to USE_USER_DEFINED_FORMAT.
* The corresponding internal format type will be computed. */
inline void setInternalFormat(GLint internalFormat)
{
_internalFormatMode = USE_USER_DEFINED_FORMAT;
_internalFormat = internalFormat;
computeInternalFormatType();
}
/** Gets the internal texture format. */
inline GLint getInternalFormat() const { if (_internalFormat==0) computeInternalFormat(); return _internalFormat; }
/** Return true if the internal format is one of the compressed formats.*/
bool isCompressedInternalFormat() const;
/** Sets the external source image format, used as a fallback when no osg::Image is attached to provide the source image format. */
inline void setSourceFormat(GLenum sourceFormat) { _sourceFormat = sourceFormat; }
/** Gets the external source image format. */
inline GLenum getSourceFormat() const { return _sourceFormat; }
/** Sets the external source data type, used as a fallback when no osg::Image is attached to provide the source image format.*/
inline void setSourceType(GLenum sourceType) { _sourceType = sourceType; }
/** Gets the external source data type.*/
inline GLenum getSourceType() const { return _sourceType; }
/** Texture type determined by the internal texture format */
enum InternalFormatType{
//! default OpenGL format (clamped values to [0,1) or [0,255])
NORMALIZED = 0x0,
//! float values, Shader Model 3.0 (see ARB_texture_float)
FLOAT = 0x1,
//! Signed integer values (see EXT_texture_integer)
SIGNED_INTEGER = 0x2,
//! Unsigned integer value (see EXT_texture_integer)
UNSIGNED_INTEGER = 0x4
};
/** Get the internal texture format type. */
inline InternalFormatType getInternalFormatType() const { return _internalFormatType; }
class TextureObject;
/** Returns a pointer to the TextureObject for the current context. */
inline TextureObject* getTextureObject(unsigned int contextID) const
{
return _textureObjectBuffer[contextID].get();
}
inline void setTextureObject(unsigned int contextID, TextureObject* to)
{
_textureObjectBuffer[contextID] = to;
}
/** Forces a recompile on next apply() of associated OpenGL texture
* objects. */
void dirtyTextureObject();
/** Returns true if the texture objects for all the required graphics
* contexts are loaded. */
bool areAllTextureObjectsLoaded() const;
/** Gets the dirty flag for the current contextID. */
inline unsigned int& getTextureParameterDirty(unsigned int contextID) const
{
return _texParametersDirtyList[contextID];
}
/** Force a reset on next apply() of associated OpenGL texture
* parameters. */
void dirtyTextureParameters();
/** Force a manual allocation of the mipmap levels on the next apply() call.
* User is responsible for filling the mipmap levels with valid data.
* The OpenGL's glGenerateMipmapEXT function is used to generate the mipmap levels.
* If glGenerateMipmapEXT is not supported or texture's internal format is not supported
* by the glGenerateMipmapEXT, then empty mipmap levels will
* be allocated manually. The mipmap levels are also allocated if a non-mipmapped
* min filter is used. */
void allocateMipmapLevels();
/** Sets GL_TEXTURE_COMPARE_MODE_ARB to GL_COMPARE_R_TO_TEXTURE_ARB
* See http://oss.sgi.com/projects/ogl-sample/registry/ARB/shadow.txt. */
void setShadowComparison(bool flag) { _use_shadow_comparison = flag; }
bool getShadowComparison() const { return _use_shadow_comparison; }
enum ShadowCompareFunc {
NEVER = GL_NEVER,
LESS = GL_LESS,
EQUAL = GL_EQUAL,
LEQUAL = GL_LEQUAL,
GREATER = GL_GREATER,
NOTEQUAL = GL_NOTEQUAL,
GEQUAL = GL_GEQUAL,
ALWAYS = GL_ALWAYS
};
/** Sets shadow texture comparison function. */
void setShadowCompareFunc(ShadowCompareFunc func) { _shadow_compare_func = func; }
ShadowCompareFunc getShadowCompareFunc() const { return _shadow_compare_func; }
enum ShadowTextureMode {
LUMINANCE = GL_LUMINANCE,
INTENSITY = GL_INTENSITY,
ALPHA = GL_ALPHA
};
/** Sets shadow texture mode after comparison. */
void setShadowTextureMode(ShadowTextureMode mode) { _shadow_texture_mode = mode; }
ShadowTextureMode getShadowTextureMode() const { return _shadow_texture_mode; }
/** Sets the TEXTURE_COMPARE_FAIL_VALUE_ARB texture parameter. See
* http://oss.sgi.com/projects/ogl-sample/registry/ARB/shadow_ambient.txt. */
void setShadowAmbient(float shadow_ambient) { _shadow_ambient = shadow_ambient; }
float getShadowAmbient() const { return _shadow_ambient; }
/** Sets the texture image for the specified face. */
virtual void setImage(unsigned int face, Image* image) = 0;
template<class T> void setImage(unsigned int face, const ref_ptr<T>& image) { setImage(face, image.get()); }
/** Gets the texture image for the specified face. */
virtual Image* getImage(unsigned int face) = 0;
/** Gets the const texture image for specified face. */
virtual const Image* getImage(unsigned int face) const = 0;
/** Gets the number of images that can be assigned to this Texture. */
virtual unsigned int getNumImages() const = 0;
/** Set the PBuffer graphics context to read from when using PBuffers for RenderToTexture.*/
void setReadPBuffer(GraphicsContext* context) { _readPBuffer = context; }
template<class T> void setReadPBuffer(const ref_ptr<T>& context) { setReadPBuffer(context.get()); }
/** Get the PBuffer graphics context to read from when using PBuffers for RenderToTexture.*/
GraphicsContext* getReadPBuffer() { return _readPBuffer.get(); }
/** Get the const PBuffer graphics context to read from when using PBuffers for RenderToTexture.*/
const GraphicsContext* getReadPBuffer() const { return _readPBuffer.get(); }
/** Texture is a pure virtual base class, apply must be overridden. */
virtual void apply(State& state) const = 0;
/** Calls apply(state) to compile the texture. */
virtual void compileGLObjects(State& state) const;
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** If State is non-zero, this function releases OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objects
* for all graphics contexts. */
virtual void releaseGLObjects(State* state=0) const;
/** Determine whether the given internalFormat is a compressed
* image format. */
static bool isCompressedInternalFormat(GLint internalFormat);
/** Determine the size of a compressed image, given the internalFormat,
* the width, the height, and the depth of the image. The block size
* and the size are output parameters. */
static void getCompressedSize(GLenum internalFormat, GLint width, GLint height, GLint depth, GLint& blockSize, GLint& size);
/** Helper method. Creates the texture, but doesn't set or use a
* texture binding. Note: Don't call this method directly unless
* you're implementing a subload callback. */
void applyTexImage2D_load(State& state, GLenum target, const Image* image, GLsizei width, GLsizei height,GLsizei numMipmapLevels) const;
/** Helper method. Subloads images into the texture, but doesn't set
* or use a texture binding. Note: Don't call this method directly
* unless you're implementing a subload callback. */
void applyTexImage2D_subload(State& state, GLenum target, const Image* image, GLsizei width, GLsizei height, GLint inInternalFormat, GLsizei numMipmapLevels) const;
/** Returned by mipmapBeforeTexImage() to indicate what
* mipmapAfterTexImage() should do */
enum GenerateMipmapMode
{
GENERATE_MIPMAP_NONE,
GENERATE_MIPMAP,
GENERATE_MIPMAP_TEX_PARAMETER
};
protected :
virtual ~Texture();
virtual void computeInternalFormat() const = 0;
/** Computes the internal format from Image parameters. */
void computeInternalFormatWithImage(const osg::Image& image) const;
/** Computes the texture dimension for the given Image. */
void computeRequiredTextureDimensions(State& state, const osg::Image& image,GLsizei& width, GLsizei& height,GLsizei& numMipmapLevels) const;
/** Computes the internal format type. */
void computeInternalFormatType() const;
/** Helper method. Sets texture parameters. */
void applyTexParameters(GLenum target, State& state) const;
/** Returns true if _useHardwareMipMapGeneration is true and either
* glGenerateMipmapEXT() or GL_GENERATE_MIPMAP_SGIS are supported. */
bool isHardwareMipmapGenerationEnabled(const State& state) const;
/** Returns true if the associated Image should be released and it's safe to do so. */
bool isSafeToUnrefImageData(const State& state) const {
return (_unrefImageDataAfterApply && state.getMaxTexturePoolSize()==0 && areAllTextureObjectsLoaded());
}
/** Helper methods to be called before and after calling
* gl[Compressed][Copy]Tex[Sub]Image2D to handle generating mipmaps. */
GenerateMipmapMode mipmapBeforeTexImage(const State& state, bool hardwareMipmapOn) const;
void mipmapAfterTexImage(State& state, GenerateMipmapMode beforeResult) const;
/** Helper method to generate mipmap levels by calling of glGenerateMipmapEXT.
* If it is not supported, then call the virtual allocateMipmap() method */
void generateMipmap(State& state) const;
/** Allocate mipmap levels of the texture by subsequent calling of glTexImage* function. */
virtual void allocateMipmap(State& state) const = 0;
/** Returns -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
int compareTexture(const Texture& rhs) const;
/** Returns -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
int compareTextureObjects(const Texture& rhs) const;
typedef buffered_value<unsigned int> TexParameterDirtyList;
mutable TexParameterDirtyList _texParametersDirtyList;
mutable TexParameterDirtyList _texMipmapGenerationDirtyList;
WrapMode _wrap_s;
WrapMode _wrap_t;
WrapMode _wrap_r;
FilterMode _min_filter;
FilterMode _mag_filter;
float _maxAnisotropy;
Vec4i _swizzle;
bool _useHardwareMipMapGeneration;
bool _unrefImageDataAfterApply;
bool _clientStorageHint;
bool _resizeNonPowerOfTwoHint;
Vec4d _borderColor;
GLint _borderWidth;
InternalFormatMode _internalFormatMode;
mutable InternalFormatType _internalFormatType;
mutable GLint _internalFormat;
mutable GLenum _sourceFormat;
mutable GLenum _sourceType;
bool _use_shadow_comparison;
ShadowCompareFunc _shadow_compare_func;
ShadowTextureMode _shadow_texture_mode;
float _shadow_ambient;
public:
struct OSG_EXPORT TextureProfile
{
inline TextureProfile(GLenum target):
_target(target),
_numMipmapLevels(0),
_internalFormat(0),
_width(0),
_height(0),
_depth(0),
_border(0),
_size(0) {}
inline TextureProfile(GLenum target,
GLint numMipmapLevels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border):
_target(target),
_numMipmapLevels(numMipmapLevels),
_internalFormat(internalFormat),
_width(width),
_height(height),
_depth(depth),
_border(border),
_size(0) { computeSize(); }
#define LESSTHAN(A,B) if (A<B) return true; if (B<A) return false;
#define FINALLESSTHAN(A,B) return (A<B);
bool operator < (const TextureProfile& rhs) const
{
LESSTHAN(_size,rhs._size);
LESSTHAN(_target,rhs._target);
LESSTHAN(_numMipmapLevels,rhs._numMipmapLevels);
LESSTHAN(_internalFormat,rhs._internalFormat);
LESSTHAN(_width,rhs._width);
LESSTHAN(_height,rhs._height);
LESSTHAN(_depth,rhs._depth);
FINALLESSTHAN(_border, rhs._border);
}
bool operator == (const TextureProfile& rhs) const
{
return _target == rhs._target &&
_numMipmapLevels == rhs._numMipmapLevels &&
_internalFormat == rhs._internalFormat &&
_width == rhs._width &&
_height == rhs._height &&
_depth == rhs._depth &&
_border == rhs._border;
}
inline void set(GLint numMipmapLevels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border)
{
_numMipmapLevels = numMipmapLevels;
_internalFormat = internalFormat;
_width = width;
_height = height;
_depth = depth;
_border = border;
computeSize();
}
inline bool match(GLenum target,
GLint numMipmapLevels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border)
{
return (_target == target) &&
(_numMipmapLevels == numMipmapLevels) &&
(_internalFormat == internalFormat) &&
(_width == width) &&
(_height == height) &&
(_depth == depth) &&
(_border == border);
}
void computeSize();
GLenum _target;
GLint _numMipmapLevels;
GLenum _internalFormat;
GLsizei _width;
GLsizei _height;
GLsizei _depth;
GLint _border;
unsigned int _size;
};
class OSG_EXPORT TextureObject : public GraphicsObject
{
public:
inline TextureObject(Texture* texture, GLuint id, GLenum target):
_id(id),
_profile(target),
_set(0),
_previous(0),
_next(0),
_texture(texture),
_allocated(false),
_frameLastUsed(0),
_timeStamp(0) {}
inline TextureObject(Texture* texture, GLuint id, const TextureProfile& profile):
_id(id),
_profile(profile),
_set(0),
_previous(0),
_next(0),
_texture(texture),
_allocated(false),
_frameLastUsed(0),
_timeStamp(0) {}
inline TextureObject(Texture* texture,
GLuint id,
GLenum target,
GLint numMipmapLevels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border):
_id(id),
_profile(target,numMipmapLevels,internalFormat,width,height,depth,border),
_set(0),
_previous(0),
_next(0),
_texture(texture),
_allocated(false),
_frameLastUsed(0),
_timeStamp(0) {}
inline bool match(GLenum target,
GLint numMipmapLevels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border)
{
return isReusable() &&
_profile.match(target,numMipmapLevels,internalFormat,width,height,depth,border);
}
void bind(osg::State& state);
inline GLenum id() const { return _id; }
inline GLenum target() const { return _profile._target; }
inline unsigned int size() const { return _profile._size; }
inline void setTexture(Texture* texture) { _texture = texture; }
inline Texture* getTexture() const { return _texture; }
inline void setTimeStamp(double timestamp) { _timeStamp = timestamp; }
inline double getTimeStamp() const { return _timeStamp; }
inline void setAllocated(bool allocated=true) { _allocated = allocated; }
void setAllocated(GLint numMipmapLevels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border);
inline bool isAllocated() const { return _allocated; }
inline bool isReusable() const { return _allocated && _profile._width!=0; }
/** release TextureObject to the orphan list to be reused or deleted.*/
void release();
GLuint _id;
TextureProfile _profile;
TextureObjectSet* _set;
TextureObject* _previous;
TextureObject* _next;
Texture* _texture;
bool _allocated;
unsigned int _frameLastUsed;
double _timeStamp;
protected:
virtual ~TextureObject();
};
typedef std::list< ref_ptr<TextureObject> > TextureObjectList;
static osg::ref_ptr<TextureObject> generateTextureObject(const Texture* texture, unsigned int contextID,GLenum target);
static osg::ref_ptr<TextureObject> generateTextureObject(const Texture* texture,
unsigned int contextID,
GLenum target,
GLint numMipmapLevels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border);
TextureObject* generateAndAssignTextureObject(unsigned int contextID, GLenum target) const;
TextureObject* generateAndAssignTextureObject(unsigned int contextID,
GLenum target,
GLint numMipmapLevels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border) const;
protected:
typedef buffered_object< ref_ptr<TextureObject> > TextureObjectBuffer;
mutable TextureObjectBuffer _textureObjectBuffer;
mutable ref_ptr<GraphicsContext> _readPBuffer;
};
class OSG_EXPORT TextureObjectSet : public Referenced
{
public:
TextureObjectSet(TextureObjectManager* parent, const Texture::TextureProfile& profile);
const Texture::TextureProfile& getProfile() const { return _profile; }
void handlePendingOrphandedTextureObjects();
void deleteAllTextureObjects();
void discardAllTextureObjects();
void flushAllDeletedTextureObjects();
void discardAllDeletedTextureObjects();
void flushDeletedTextureObjects(double currentTime, double& availableTime);
osg::ref_ptr<Texture::TextureObject> takeFromOrphans(Texture* texture);
osg::ref_ptr<Texture::TextureObject> takeOrGenerate(Texture* texture);
void moveToBack(Texture::TextureObject* to);
void addToBack(Texture::TextureObject* to);
void orphan(Texture::TextureObject* to);
void remove(Texture::TextureObject* to);
void moveToSet(Texture::TextureObject* to, TextureObjectSet* set);
unsigned int size() const { return _profile._size * _numOfTextureObjects; }
bool makeSpace(unsigned int& size);
bool checkConsistency() const;
TextureObjectManager* getParent() { return _parent; }
unsigned int computeNumTextureObjectsInList() const;
unsigned int getNumOfTextureObjects() const { return _numOfTextureObjects; }
unsigned int getNumOrphans() const { return static_cast<unsigned int>(_orphanedTextureObjects.size()); }
unsigned int getNumPendingOrphans() const { return static_cast<unsigned int>(_pendingOrphanedTextureObjects.size()); }
protected:
virtual ~TextureObjectSet();
OpenThreads::Mutex _mutex;
TextureObjectManager* _parent;
unsigned int _contextID;
Texture::TextureProfile _profile;
unsigned int _numOfTextureObjects;
Texture::TextureObjectList _orphanedTextureObjects;
Texture::TextureObjectList _pendingOrphanedTextureObjects;
Texture::TextureObject* _head;
Texture::TextureObject* _tail;
};
class OSG_EXPORT TextureObjectManager : public GraphicsObjectManager
{
public:
TextureObjectManager(unsigned int contextID);
void setNumberActiveTextureObjects(unsigned int size) { _numActiveTextureObjects = size; }
unsigned int& getNumberActiveTextureObjects() { return _numActiveTextureObjects; }
unsigned int getNumberActiveTextureObjects() const { return _numActiveTextureObjects; }
void setNumberOrphanedTextureObjects(unsigned int size) { _numOrphanedTextureObjects = size; }
unsigned int& getNumberOrphanedTextureObjects() { return _numOrphanedTextureObjects; }
unsigned int getNumberOrphanedTextureObjects() const { return _numOrphanedTextureObjects; }
void setCurrTexturePoolSize(unsigned int size) { _currTexturePoolSize = size; }
unsigned int& getCurrTexturePoolSize() { return _currTexturePoolSize; }
unsigned int getCurrTexturePoolSize() const { return _currTexturePoolSize; }
void setMaxTexturePoolSize(unsigned int size);
unsigned int getMaxTexturePoolSize() const { return _maxTexturePoolSize; }
bool hasSpace(unsigned int size) const { return (_currTexturePoolSize+size)<=_maxTexturePoolSize; }
bool makeSpace(unsigned int size);
osg::ref_ptr<Texture::TextureObject> generateTextureObject(const Texture* texture, GLenum target);
osg::ref_ptr<Texture::TextureObject> generateTextureObject(const Texture* texture,
GLenum target,
GLint numMipmapLevels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border);
void handlePendingOrphandedTextureObjects();
void deleteAllGLObjects();
void discardAllGLObjects();
void flushAllDeletedGLObjects();
void discardAllDeletedGLObjects();
void flushDeletedGLObjects(double currentTime, double& availableTime);
TextureObjectSet* getTextureObjectSet(const Texture::TextureProfile& profile);
void newFrame(osg::FrameStamp* fs);
void resetStats();
void reportStats(std::ostream& out);
void recomputeStats(std::ostream& out) const;
bool checkConsistency() const;
unsigned int& getFrameNumber() { return _frameNumber; }
unsigned int& getNumberFrames() { return _numFrames; }
unsigned int& getNumberDeleted() { return _numDeleted; }
double& getDeleteTime() { return _deleteTime; }
unsigned int& getNumberGenerated() { return _numGenerated; }
double& getGenerateTime() { return _generateTime; }
protected:
~TextureObjectManager();
typedef std::map< Texture::TextureProfile, osg::ref_ptr<TextureObjectSet> > TextureSetMap;
unsigned int _numActiveTextureObjects;
unsigned int _numOrphanedTextureObjects;
unsigned int _currTexturePoolSize;
unsigned int _maxTexturePoolSize;
TextureSetMap _textureSetMap;
unsigned int _frameNumber;
unsigned int _numFrames;
unsigned int _numDeleted;
double _deleteTime;
unsigned int _numGenerated;
double _generateTime;
};
}
#endif