OpenSceneGraph/src/osg/Texture2D.cpp

498 lines
16 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.
*/
#include <osg/GLExtensions>
#include <osg/Texture2D>
#include <osg/State>
#include <osg/ContextData>
#include <osg/Notify>
using namespace osg;
Texture2D::Texture2D():
_textureWidth(0),
_textureHeight(0),
_numMipmapLevels(0)
{
setUseHardwareMipMapGeneration(true);
}
Texture2D::Texture2D(Image* image):
_textureWidth(0),
_textureHeight(0),
_numMipmapLevels(0)
{
setUseHardwareMipMapGeneration(true);
setImage(image);
}
Texture2D::Texture2D(const Texture2D& text,const CopyOp& copyop):
Texture(text,copyop),
_textureWidth(text._textureWidth),
_textureHeight(text._textureHeight),
_numMipmapLevels(text._numMipmapLevels),
_subloadCallback(text._subloadCallback)
{
setImage(copyop(text._image.get()));
}
Texture2D::~Texture2D()
{
setImage(NULL);
}
int Texture2D::compare(const StateAttribute& sa) const
{
// check the types are equal and then create the rhs variable
// used by the COMPARE_StateAttribute_Parameter macros below.
COMPARE_StateAttribute_Types(Texture2D,sa)
if (_image!=rhs._image) // smart pointer comparison.
{
if (_image.valid())
{
if (rhs._image.valid())
{
int result = _image->compare(*rhs._image);
if (result!=0) return result;
}
else
{
return 1; // valid lhs._image is greater than null.
}
}
else if (rhs._image.valid())
{
return -1; // valid rhs._image is greater than null.
}
}
if (!_image && !rhs._image)
{
// no image attached to either Texture2D
// but could these textures already be downloaded?
// check the _textureObjectBuffer to see if they have been
// downloaded
int result = compareTextureObjects(rhs);
if (result!=0) return result;
}
int result = compareTexture(rhs);
if (result!=0) return result;
// compare each parameter in turn against the rhs.
#if 1
if (_textureWidth != 0 && rhs._textureWidth != 0)
{
COMPARE_StateAttribute_Parameter(_textureWidth)
}
if (_textureHeight != 0 && rhs._textureHeight != 0)
{
COMPARE_StateAttribute_Parameter(_textureHeight)
}
#endif
COMPARE_StateAttribute_Parameter(_subloadCallback)
return 0; // passed all the above comparison macros, must be equal.
}
void Texture2D::setImage(Image* image)
{
if (_image == image) return;
if (_image.valid())
{
_image->removeClient(this);
if (_image->requiresUpdateCall())
{
setUpdateCallback(0);
setDataVariance(osg::Object::STATIC);
}
}
_image = image;
_modifiedCount.setAllElementsTo(0);
if (_image.valid())
{
_image->addClient(this);
if (_image->requiresUpdateCall())
{
setUpdateCallback(new Image::UpdateCallback());
setDataVariance(osg::Object::DYNAMIC);
}
}
}
bool Texture2D::textureObjectValid(State& state) const
{
TextureObject* textureObject = getTextureObject(state.getContextID());
if (!textureObject) return false;
// return true if image isn't assigned as we won't be override the value.
if (!_image) return true;
// compute the internal texture format, this set the _internalFormat to an appropriate value.
computeInternalFormat();
GLsizei new_width, new_height, new_numMipmapLevels;
// compute the dimensions of the texture.
computeRequiredTextureDimensions(state, *_image, new_width, new_height, new_numMipmapLevels);
return textureObject->match(GL_TEXTURE_2D, new_numMipmapLevels, _internalFormat, new_width, new_height, 1, _borderWidth);
}
void Texture2D::apply(State& state) const
{
//state.setReportGLErrors(true);
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const unsigned int contextID = state.getContextID();
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject)
{
bool textureObjectInvalidated = false;
if (_subloadCallback.valid())
{
textureObjectInvalidated = !_subloadCallback->textureObjectValid(*this, state);
}
else if (_image.valid() && getModifiedCount(contextID) != _image->getModifiedCount())
{
textureObjectInvalidated = !textureObjectValid(state);
}
if (textureObjectInvalidated)
{
// OSG_NOTICE<<"Discarding TextureObject"<<std::endl;
_textureObjectBuffer[contextID]->release();
_textureObjectBuffer[contextID] = 0;
textureObject = 0;
}
}
if (textureObject)
{
textureObject->bind();
if (getTextureParameterDirty(state.getContextID()))
applyTexParameters(GL_TEXTURE_2D,state);
if (_subloadCallback.valid())
{
_subloadCallback->subload(*this,state);
}
else if (_image.valid() && getModifiedCount(contextID) != _image->getModifiedCount())
{
// update the modified tag to show that it is up to date.
getModifiedCount(contextID) = _image->getModifiedCount();
applyTexImage2D_subload(state,GL_TEXTURE_2D,_image.get(),
_textureWidth, _textureHeight, _internalFormat, _numMipmapLevels);
}
else if (_readPBuffer.valid())
{
_readPBuffer->bindPBufferToTexture(GL_FRONT);
}
}
else if (_subloadCallback.valid())
{
_textureObjectBuffer[contextID] = _subloadCallback->generateTextureObject(*this, state);
textureObject = _textureObjectBuffer[contextID].get();
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
if (_image.valid()) getModifiedCount(contextID) = _image->getModifiedCount();
_subloadCallback->load(*this,state);
textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,_borderWidth);
// in theory the following line is redundent, but in practice
// have found that the first frame drawn doesn't apply the textures
// unless a second bind is called?!!
// perhaps it is the first glBind which is not required...
//glBindTexture( GL_TEXTURE_2D, handle );
// update the modified tag to show that it is up to date.
}
else if (_image.valid() && _image->data())
{
// keep the image around at least till we go out of scope.
osg::ref_ptr<osg::Image> image = _image;
// compute the internal texture format, this set the _internalFormat to an appropriate value.
computeInternalFormat();
// compute the dimensions of the texture.
computeRequiredTextureDimensions(state,*image,_textureWidth, _textureHeight, _numMipmapLevels);
textureObject = generateAndAssignTextureObject(contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,_borderWidth);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
// update the modified tag to show that it is up to date.
getModifiedCount(contextID) = image->getModifiedCount();
if (textureObject->isAllocated() && image->supportsTextureSubloading())
{
//OSG_NOTICE<<"Reusing texture object"<<std::endl;
applyTexImage2D_subload(state,GL_TEXTURE_2D,image.get(),
_textureWidth, _textureHeight, _internalFormat, _numMipmapLevels);
}
else
{
//OSG_NOTICE<<"Creating new texture object"<<std::endl;
applyTexImage2D_load(state,GL_TEXTURE_2D,image.get(),
_textureWidth, _textureHeight, _numMipmapLevels);
textureObject->setAllocated(true);
}
// unref image data?
if (isSafeToUnrefImageData(state) && image->getDataVariance()==STATIC)
{
Texture2D* non_const_this = const_cast<Texture2D*>(this);
non_const_this->_image = NULL;
}
// in theory the following line is redundent, but in practice
// have found that the first frame drawn doesn't apply the textures
// unless a second bind is called?!!
// perhaps it is the first glBind which is not required...
//glBindTexture( GL_TEXTURE_2D, handle );
}
else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_internalFormat!=0) )
{
textureObject = generateAndAssignTextureObject(contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,_borderWidth);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
// no image present, but dimensions at set so lets create the texture
glTexImage2D( GL_TEXTURE_2D, 0, _internalFormat,
_textureWidth, _textureHeight, _borderWidth,
_sourceFormat ? _sourceFormat : _internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
0);
if (_readPBuffer.valid())
{
_readPBuffer->bindPBufferToTexture(GL_FRONT);
}
}
else
{
glBindTexture( GL_TEXTURE_2D, 0 );
}
// if texture object is now valid and we have to allocate mipmap levels, then
if (textureObject != 0 && _texMipmapGenerationDirtyList[contextID])
{
generateMipmap(state);
}
}
void Texture2D::computeInternalFormat() const
{
if (_image.valid()) computeInternalFormatWithImage(*_image);
else computeInternalFormatType();
}
void Texture2D::copyTexImage2D(State& state, int x, int y, int width, int height )
{
const unsigned int contextID = state.getContextID();
if (_internalFormat==0) _internalFormat=GL_RGBA;
// get the globj for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject)
{
if (width==(int)_textureWidth && height==(int)_textureHeight)
{
// we have a valid texture object which is the right size
// so lets play clever and use copyTexSubImage2D instead.
// this allows use to reuse the texture object and avoid
// expensive memory allocations.
copyTexSubImage2D(state,0 ,0, x, y, width, height);
return;
}
// the relevant texture object is not of the right size so
// needs to been deleted
// remove previously bound textures.
dirtyTextureObject();
// note, dirtyTextureObject() dirties all the texture objects for
// this texture, is this right? Perhaps we should dirty just the
// one for this context. Note sure yet will leave till later.
// RO July 2001.
}
// remove any previously assigned images as these are nolonger valid.
_image = NULL;
// switch off mip-mapping.
//
bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != NEAREST);
bool hardwareMipMapOn = false;
if (needHardwareMipMap)
{
hardwareMipMapOn = isHardwareMipmapGenerationEnabled(state);
if (!hardwareMipMapOn)
{
// have to switch off mip mapping
OSG_NOTICE<<"Warning: Texture2D::copyTexImage2D(,,,,) switch off mip mapping as hardware support not available."<<std::endl;
_min_filter = LINEAR;
}
}
_textureWidth = width;
_textureHeight = height;
_numMipmapLevels = 1;
if (needHardwareMipMap)
{
for(int s=1; s<width || s<height; s <<= 1, ++_numMipmapLevels) {}
}
textureObject = generateAndAssignTextureObject(contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
GenerateMipmapMode mipmapResult = mipmapBeforeTexImage(state, hardwareMipMapOn);
glCopyTexImage2D( GL_TEXTURE_2D, 0, _internalFormat, x, y, width, height, 0 );
mipmapAfterTexImage(state, mipmapResult);
textureObject->setAllocated(true);
// inform state that this texture is the current one bound.
state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
}
void Texture2D::copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height )
{
const unsigned int contextID = state.getContextID();
if (_internalFormat==0) _internalFormat=GL_RGBA;
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject)
{
// we have a valid image
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != NEAREST);
bool hardwareMipMapOn = false;
if (needHardwareMipMap)
{
hardwareMipMapOn = isHardwareMipmapGenerationEnabled(state);
if (!hardwareMipMapOn)
{
// have to switch off mip mapping
OSG_NOTICE<<"Warning: Texture2D::copyTexImage2D(,,,,) switch off mip mapping as hardware support not available."<<std::endl;
_min_filter = LINEAR;
}
}
GenerateMipmapMode mipmapResult = mipmapBeforeTexImage(state, hardwareMipMapOn);
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, xoffset, yoffset, x, y, width, height);
mipmapAfterTexImage(state, mipmapResult);
// inform state that this texture is the current one bound.
state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
}
else
{
// no texture object already exsits for this context so need to
// create it upfront - simply call copyTexImage2D.
copyTexImage2D(state,x,y,width,height);
}
}
void Texture2D::allocateMipmap(State& state) const
{
const unsigned int contextID = state.getContextID();
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject && _textureWidth != 0 && _textureHeight != 0)
{
// bind texture
textureObject->bind();
// compute number of mipmap levels
int width = _textureWidth;
int height = _textureHeight;
int numMipmapLevels = Image::computeNumberOfMipmapLevels(width, height);
// we do not reallocate the level 0, since it was already allocated
width >>= 1;
height >>= 1;
for( GLsizei k = 1; k < numMipmapLevels && (width || height); k++)
{
if (width == 0)
width = 1;
if (height == 0)
height = 1;
glTexImage2D( GL_TEXTURE_2D, k, _internalFormat,
width, height, _borderWidth,
_sourceFormat ? _sourceFormat : _internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE, NULL);
width >>= 1;
height >>= 1;
}
// inform state that this texture is the current one bound.
state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
}
}