b9b013e15b
is now controlled via the setMaxAnisotropy(float) method, and is set up independently for the mag filter mode, which it previously was done.
404 lines
14 KiB
C++
404 lines
14 KiB
C++
//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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// -*-c++-*-
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#ifndef OSG_TEXTURE
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#define OSG_TEXTURE 1
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#include <osg/GL>
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#include <osg/Types>
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#include <osg/Image>
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#include <osg/StateAttribute>
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#include <osg/ref_ptr>
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#include <osg/Vec4>
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#include <vector>
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#include <map>
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#include <set>
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// if not defined by gl.h use the definition found in:
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// http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_filter_anisotropic.txt
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#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
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#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
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#endif
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#ifndef GL_ARB_texture_compression
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#define GL_COMPRESSED_ALPHA_ARB 0x84E9
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#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA
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#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB
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#define GL_COMPRESSED_INTENSITY_ARB 0x84EC
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#define GL_COMPRESSED_RGB_ARB 0x84ED
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#define GL_COMPRESSED_RGBA_ARB 0x84EE
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#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF
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#define GL_TEXTURE_IMAGE_SIZE_ARB 0x86A0
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#define GL_TEXTURE_COMPRESSED_ARB 0x86A1
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#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
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#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
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#endif
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#ifndef GL_EXT_texture_compression_s3tc
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#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
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#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
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#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
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#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
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#endif
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#ifndef GL_MIRRORED_REPEAT_IBM
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#define GL_MIRRORED_REPEAT_IBM 0x8370
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#endif
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#ifndef GL_CLAMP_TO_EDGE
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#define GL_CLAMP_TO_EDGE 0x812F
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#endif
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#ifndef GL_CLAMP_TO_BORDER_ARB
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#define GL_CLAMP_TO_BORDER_ARB 0x812D
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#endif
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#ifndef GL_GENERATE_MIPMAP_SGIS
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#define GL_GENERATE_MIPMAP_SGIS 0x8191
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#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192
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#endif
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#ifndef GL_TEXTURE_3D
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#define GL_TEXTURE_3D 0x806F
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#endif
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namespace osg {
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/** Texture state class which encapsulates OpenGl texture functionality.*/
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class SG_EXPORT Texture : public StateAttribute
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{
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public :
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Texture();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Texture(const Texture& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_StateAttribute(osg, Texture,TEXTURE);
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virtual bool isTextureAttribute() const { return true; }
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/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
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virtual int compare(const StateAttribute& rhs) const;
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virtual void getAssociatedModes(std::vector<GLMode>& modes) const
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{
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modes.push_back(_target);
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}
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/** Set the texture image. */
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void setImage(Image* image);
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/** Get the texture image. */
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Image* getImage() { return _image.get(); }
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/** Get the const texture image. */
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inline const Image* getImage() const { return _image.get(); }
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/** Set the unreference image after apply flag, default value is false.
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* If set to true the attached image is unreferenced via a _image = 0;
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* if the image has no other references to it, it will be automatically
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* deleted. Note, this should only by used in case where only a single
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* graphics context is being used, otherwise only the first context will
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* be set, with the rest left with no image to apply.*/
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void setUnrefImageAfterApply(bool unrefImage) { _unrefImageAfterApply = unrefImage; }
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/** Get the unreference image after apply flag.*/
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bool getUnrefImageAfterApply() const { return _unrefImageAfterApply; }
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/** Copy pixels into a 2D texture image.As per glCopyTexImage2D.
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* Creates an OpenGL texture object from the current OpenGL background
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* framebuffer contents at pos \a x, \a y with width \a width and
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* height \a height. \a width and \a height must be a power of two.
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*/
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void copyTexImage2D(State& state, int x, int y, int width, int height );
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/** Copy a two-dimensional texture subimage. As per glCopyTexSubImage2D.
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* Updates portion of an existing OpenGL texture object from the current OpenGL background
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* framebuffer contents at pos \a x, \a y with width \a width and
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* height \a height. \a width and \a height must be a power of two,
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* and writing into the texture with offset \a xoffset and \a yoffset.
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*/
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void copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height );
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enum WrapParameter {
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WRAP_S,
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WRAP_T,
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WRAP_R
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};
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enum WrapMode {
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CLAMP = GL_CLAMP,
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CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE,
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CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER_ARB,
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REPEAT = GL_REPEAT,
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MIRROR = GL_MIRRORED_REPEAT_IBM
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};
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/** Set the texture wrap mode.*/
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void setWrap(const WrapParameter which, const WrapMode wrap);
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/** Get the texture wrap mode.*/
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const WrapMode getWrap(const WrapParameter which) const;
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/** Sets the border color for this texture. Makes difference only if
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* wrap mode is CLAMP_TO_BORDER */
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void setBorderColor(const Vec4& color) { _borderColor = color; _texParamtersDirty = true; }
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const Vec4& borderColor(void) const { return _borderColor; }
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enum FilterParameter {
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MIN_FILTER,
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MAG_FILTER
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};
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enum FilterMode {
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LINEAR = GL_LINEAR,
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LINEAR_MIPMAP_LINEAR = GL_LINEAR_MIPMAP_LINEAR,
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LINEAR_MIPMAP_NEAREST = GL_LINEAR_MIPMAP_NEAREST,
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NEAREST = GL_NEAREST,
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NEAREST_MIPMAP_LINEAR = GL_NEAREST_MIPMAP_LINEAR,
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NEAREST_MIPMAP_NEAREST = GL_NEAREST_MIPMAP_NEAREST,
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};
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/** Set the texture filter mode.*/
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void setFilter(const FilterParameter which, const FilterMode filter);
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/** Get the texture filter mode.*/
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const FilterMode getFilter(const FilterParameter which) const;
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/** Set the maximum anisotropy value, default value is 1.0 for
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* no anisotropic filtering. If hardware does not support anisotropic
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* filtering then normal filtering is used, equivilant to a max anisotropy value of 1.0.
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* valid range is 1.0f upwards. The maximum value depends on the graphics
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* system being used.*/
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inline void setMaxAnisotropy(float anis);
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/** Get the maximum anisotropy value.*/
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inline float getMaxAnisotropy() const { return _maxAnisotropy; }
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enum InternalFormatMode {
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USE_IMAGE_DATA_FORMAT,
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USE_USER_DEFINED_FORMAT,
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USE_ARB_COMPRESSION,
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USE_S3TC_DXT1_COMPRESSION,
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USE_S3TC_DXT3_COMPRESSION,
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USE_S3TC_DXT5_COMPRESSION
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};
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/** Set the internal format mode.
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* Note, If the mode is set USE_IMAGE_DATA_FORMAT, USE_ARB_COMPRESSION,
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* USE_S3TC_COMPRESSION the internalFormat is automatically selected,
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* and will overwrite the previous _internalFormatValue.
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*/
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inline void setInternalFormatMode(const InternalFormatMode mode) { _internalFormatMode = mode; }
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/** Get the internal format mode.*/
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inline const InternalFormatMode getInternalFormatMode() const { return _internalFormatMode; }
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/** Set the internal format to use when creating OpenGL textures.
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* Also sets the internalFormatMode to USE_USER_DEFINED_FORMAT.
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*/
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inline void setInternalFormatValue(const int internalFormat)
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{
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_internalFormatMode = USE_USER_DEFINED_FORMAT;
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_internalFormatValue = internalFormat;
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}
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/** Get the internal format to use when creating OpenGL textures.*/
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inline const int getInternalFormatValue() const { return _internalFormatValue; }
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/** return the OpenGL texture object for specified context.*/
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inline const uint getTextureObject(const uint contextID) const { if (contextID<_handleList.size()) return _handleList[contextID]; else return 0;}
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enum SubloadMode {
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OFF,
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AUTO,
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IF_DIRTY
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};
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/** Set the texture subload mode. */
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inline void setSubloadMode(const SubloadMode mode) { _subloadMode = mode; }
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/** Get the texture subload mode. */
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inline const SubloadMode getSubloadMode() const { return _subloadMode; }
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/** Set the texture subload texture offsets. */
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inline void setSubloadTextureOffset(const int x, const int y)
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{
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_subloadTextureOffsetX = x;
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_subloadTextureOffsetY = y;
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}
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/** Get the texture subload texture offsets. */
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inline void getSubloadTextureOffset(int& x, int& y) const
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{
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x = _subloadTextureOffsetX;
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y = _subloadTextureOffsetY;
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}
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/** Set the texture subload width. If width or height are zero then
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* the repsective size value is calculated from the source image sizes. */
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inline void setSubloadTextureSize(const int width, const int height)
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{
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_textureWidth = width;
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_textureHeight = height;
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}
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/** Get the texture subload width. */
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inline void getSubloadTextureSize(int& width, int& height) const
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{
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width = _textureWidth;
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height = _textureHeight;
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}
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/** Set the subload image offsets. */
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inline void setSubloadImageOffset(const int x, const int y)
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{
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_subloadImageOffsetX = x;
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_subloadImageOffsetY = y;
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}
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/** Get the subload image offsets. */
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inline void getSubloadImageOffset(int& x, int& y) const
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{
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x = _subloadImageOffsetX;
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y = _subloadImageOffsetY;
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}
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/** Set the image subload width. If width or height are zero then
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* the repsective size value is calculated from the source image sizes. */
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inline void setSubloadImageSize(const int width, const int height)
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{
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_subloadImageWidth = width;
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_subloadImageHeight = height;
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}
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/** Get the image subload width. */
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inline void getSubloadImageSize(int& width, int& height) const
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{
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width = _subloadImageWidth;
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height = _subloadImageHeight;
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}
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/** Get the handle to the texture object for the current context.*/
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inline GLuint& getHandle(const uint contextID) const
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{
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// pad out handle list if required.
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if (_handleList.size()<=contextID)
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_handleList.resize(contextID+1,0);
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// get the globj for the current contextID.
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return _handleList[contextID];
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}
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inline uint& getModifiedTag(const uint contextID) const
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{
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// pad out handle list if required.
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if (_modifiedTag.size()<=contextID)
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_modifiedTag.resize(contextID+1,0);
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// get the modified tag for the current contextID.
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return _modifiedTag[contextID];
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}
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/** Force a recompile on next apply() of associated OpenGL texture objects.*/
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void dirtyTextureObject();
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/** On first apply (unless already compiled), create the minmapped
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* texture and bind it, subsequent apply will simple bind to texture.*/
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virtual void apply(State& state) const;
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/** Compile the texture mip maps. Implemented by simply calling apply().*/
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virtual void compile(State& state) const;
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/** use deleteTextureObject instead of glDeleteTextures to allow
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* OpenGL texture objects to cached until they can be deleted
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* by the OpenGL context in which they were created, specified
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* by contextID.*/
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static void deleteTextureObject(uint contextID,GLuint handle);
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/** flush all the cached display list which need to be deleted
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* in the OpenGL context related to contextID.*/
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static void flushDeletedTextureObjects(uint contextID);
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protected :
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virtual ~Texture();
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/** Method which does setting of texture paramters. */
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void applyTexParameters(GLenum target, State& state) const;
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/** Method which does the creation of the texture itself, and
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* does not set or use texture binding. */
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virtual void applyTexImage(GLenum target, Image* image, State& state) const;
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typedef std::vector<GLuint> TextureNameList;
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mutable TextureNameList _handleList;
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typedef std::vector<uint> ImageModifiedTag;
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mutable ImageModifiedTag _modifiedTag;
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// not ideal that _image is mutable, but its required since
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// Image::ensureDimensionsArePowerOfTwo() can only be called
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// in a valid OpenGL context, a therefore within an Texture::apply
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// which is const...
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mutable ref_ptr<Image> _image;
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bool _unrefImageAfterApply;
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GLenum _target; // defaults to GL_TEXTURE_2D
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WrapMode _wrap_s;
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WrapMode _wrap_t;
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WrapMode _wrap_r;
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FilterMode _min_filter;
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FilterMode _mag_filter;
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float _maxAnisotropy;
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// true if apply tex parameters required.
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mutable bool _texParamtersDirty;
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InternalFormatMode _internalFormatMode;
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int _internalFormatValue;
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Vec4 _borderColor;
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// subloaded images can have different texture and image sizes.
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mutable GLsizei _textureWidth, _textureHeight;
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SubloadMode _subloadMode;
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GLint _subloadTextureOffsetX, _subloadTextureOffsetY;
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GLint _subloadImageOffsetX, _subloadImageOffsetY;
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GLsizei _subloadImageWidth, _subloadImageHeight;
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// static cache of deleted display lists which can only
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// by completely deleted once the appropriate OpenGL context
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// is set.
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typedef std::map<uint,std::set<uint> > DeletedTextureObjectCache;
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static DeletedTextureObjectCache s_deletedTextureObjectCache;
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};
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}
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#endif
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