Added new osg::TextureBase, osg::Texture1D, osg::Texture2D, and osg::Texture3D

classes, and changed osg::Texture and osg::TextureCubeMap so that they now derive
from osg::TextureBase.
This commit is contained in:
Robert Osfield
2002-08-24 19:39:39 +00:00
parent 0c383901a7
commit 239068f223
35 changed files with 2801 additions and 1140 deletions

View File

@@ -4,72 +4,17 @@
// -*-c++-*-
#define TEXTURE_USE_DEPRECATED_API
#ifdef TEXTURE_USE_DEPRECATED_API
#ifndef OSG_TEXTURE
#define OSG_TEXTURE 1
#include <osg/GL>
#include <osg/Types>
#include <osg/Image>
#include <osg/StateAttribute>
#include <osg/ref_ptr>
#include <osg/Vec4>
#include <vector>
#include <map>
#include <set>
// 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
#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_IMAGE_SIZE_ARB 0x86A0
#define GL_TEXTURE_COMPRESSED_ARB 0x86A1
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
#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_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_TO_BORDER_ARB
#define GL_CLAMP_TO_BORDER_ARB 0x812D
#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
#include <osg/TextureBase>
namespace osg {
/** Texture state class which encapsulates OpenGl texture functionality.*/
class SG_EXPORT Texture : public StateAttribute
class SG_EXPORT Texture : public TextureBase
{
public :
@@ -80,15 +25,13 @@ class SG_EXPORT Texture : public StateAttribute
Texture(const Texture& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, Texture,TEXTURE);
virtual bool isTextureAttribute() const { return true; }
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const StateAttribute& rhs) const;
virtual void getAssociatedModes(std::vector<GLMode>& modes) const
{
modes.push_back(_target);
modes.push_back(GL_TEXTURE_2D);
}
/** Set the texture image. */
@@ -100,17 +43,6 @@ class SG_EXPORT Texture : public StateAttribute
/** Get the const texture image. */
inline const Image* getImage() const { return _image.get(); }
/** Set the unreference image after apply flag, default value is false.
* If set to true the attached image is unreferenced via a _image = 0;
* if the image has no other references to it, it will be automatically
* deleted. Note, this should only by used in case where only a single
* graphics context is being used, otherwise only the first context will
* be set, with the rest left with no image to apply.*/
void setUnrefImageAfterApply(bool unrefImage) { _unrefImageAfterApply = unrefImage; }
/** Get the unreference image after apply flag.*/
bool getUnrefImageAfterApply() const { return _unrefImageAfterApply; }
/** Copy pixels into a 2D texture image.As per glCopyTexImage2D.
* Creates an OpenGL texture object from the current OpenGL background
* framebuffer contents at pos \a x, \a y with width \a width and
@@ -126,82 +58,7 @@ class SG_EXPORT Texture : public StateAttribute
*/
void copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height );
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
};
/** Set the texture wrap mode.*/
void setWrap(const WrapParameter which, const WrapMode wrap);
/** Get the texture wrap mode.*/
const WrapMode getWrap(const WrapParameter which) const;
/** Sets the border color for this texture. Makes difference only if
* wrap mode is CLAMP_TO_BORDER */
void setBorderColor(const Vec4& color) { _borderColor = color; _texParamtersDirty = true; }
const Vec4& borderColor(void) const { return _borderColor; }
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,
};
/** Set the texture filter mode.*/
void setFilter(const FilterParameter which, const FilterMode filter);
/** Get the texture filter mode.*/
const FilterMode getFilter(const FilterParameter which) const;
/** Set the maximum anisotropy value, default value is 1.0 for
* no anisotropic filtering. If hardware does not support anisotropic
* filtering then normal filtering is used, equivilant to a max anisotropy value of 1.0.
* valid range is 1.0f upwards. The maximum value depends on the graphics
* system being used.*/
void setMaxAnisotropy(float anis);
/** Get the maximum anisotropy value.*/
inline float getMaxAnisotropy() const { return _maxAnisotropy; }
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
};
/** Set the internal format mode.
* Note, If the mode is set USE_IMAGE_DATA_FORMAT, USE_ARB_COMPRESSION,
* USE_S3TC_COMPRESSION the internalFormat is automatically selected,
* and will overwrite the previous _internalFormatValue.
*/
inline void setInternalFormatMode(const InternalFormatMode mode) { _internalFormatMode = mode; }
/** Get the internal format mode.*/
inline const InternalFormatMode getInternalFormatMode() const { return _internalFormatMode; }
/** Set the internal format to use when creating OpenGL textures.
* Also sets the internalFormatMode to USE_USER_DEFINED_FORMAT.
@@ -209,11 +66,11 @@ class SG_EXPORT Texture : public StateAttribute
inline void setInternalFormatValue(const int internalFormat)
{
_internalFormatMode = USE_USER_DEFINED_FORMAT;
_internalFormatValue = internalFormat;
_internalFormat = internalFormat;
}
/** Get the internal format to use when creating OpenGL textures.*/
inline const int getInternalFormatValue() const { return _internalFormatValue; }
inline const int getInternalFormatValue() const { return _internalFormat; }
enum SubloadMode {
@@ -301,41 +158,6 @@ class SG_EXPORT Texture : public StateAttribute
const SubloadCallback* getSubloadCallback() const { return _subloadCallback.get(); }
/** Get the handle to the texture object for the current context.*/
/** return the OpenGL texture object for specified context.*/
inline GLuint& getTextureObject(const uint contextID) const
{
// pad out handle list if required.
if (_handleList.size()<=contextID)
_handleList.resize(contextID+1,0);
// get the globj for the current contextID.
return _handleList[contextID];
}
inline uint& getModifiedTag(const uint contextID) const
{
// pad out handle list if required.
if (_modifiedTag.size()<=contextID)
_modifiedTag.resize(contextID+1,0);
// get the modified tag for the current contextID.
return _modifiedTag[contextID];
}
/** Force a recompile on next apply() of associated OpenGL texture objects.*/
void dirtyTextureObject();
/** 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;
/** Compile the texture mip maps. Implemented by simply calling apply().*/
virtual void compile(State& state) const;
/** 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 { _numMimpmapLevels=num; }
@@ -343,41 +165,15 @@ class SG_EXPORT Texture : public StateAttribute
/** Get the number of mip map levels the the texture has been created with.*/
unsigned int getNumMipmapLevels() const { return _numMimpmapLevels; }
/** use deleteTextureObject instead of glDeleteTextures to allow
* OpenGL texture objects to cached until they can be deleted
* by the OpenGL context in which they were created, specified
* by contextID.*/
static void deleteTextureObject(uint contextID,GLuint handle);
/** flush all the cached display list which need to be deleted
* in the OpenGL context related to contextID.*/
static void flushDeletedTextureObjects(uint contextID);
/** Get the maximum texture size supported, this is the
normally define by GL_MAX_TEXTURE_SIZE, but can be overridden
by the OSG_MAX_TEXTURE_SIZE environmental variable.*/
static GLint getMaxTextureSize();
/** 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 ~Texture();
/** Method which does setting of texture paramters. */
void applyTexParameters(GLenum target, State& state) const;
/** Method which does the creation of the texture itself, and
* does not set or use texture binding. */
virtual void applyTexImage(GLenum target, Image* image, State& state) const;
typedef std::vector<GLuint> TextureNameList;
mutable TextureNameList _handleList;
typedef std::vector<uint> ImageModifiedTag;
mutable ImageModifiedTag _modifiedTag;
virtual void computeInternalFormat() const;
// not ideal that _image is mutable, but its required since
// Image::ensureDimensionsArePowerOfTwo() can only be called
@@ -385,32 +181,11 @@ class SG_EXPORT Texture : public StateAttribute
// which is const...
mutable ref_ptr<Image> _image;
bool _unrefImageAfterApply;
GLenum _target; // defaults to GL_TEXTURE_2D
WrapMode _wrap_s;
WrapMode _wrap_t;
WrapMode _wrap_r;
FilterMode _min_filter;
FilterMode _mag_filter;
float _maxAnisotropy;
// true if apply tex parameters required.
mutable bool _texParamtersDirty;
InternalFormatMode _internalFormatMode;
mutable GLint _internalFormatValue;
Vec4 _borderColor;
// subloaded images can have different texture and image sizes.
mutable GLsizei _textureWidth, _textureHeight;
// number of mip map levels the the texture has been created with,
mutable unsigned int _numMimpmapLevels;
mutable GLsizei _numMimpmapLevels;
SubloadMode _subloadMode;
GLint _subloadTextureOffsetX, _subloadTextureOffsetY;
@@ -418,14 +193,21 @@ class SG_EXPORT Texture : public StateAttribute
GLsizei _subloadImageWidth, _subloadImageHeight;
ref_ptr<SubloadCallback> _subloadCallback;
// static cache of deleted display lists which can only
// by completely deleted once the appropriate OpenGL context
// is set.
typedef std::map<uint,std::set<uint> > DeletedTextureObjectCache;
static DeletedTextureObjectCache s_deletedTextureObjectCache;
};
}
#endif
#else // USE_DEPRECATED_API
#include <osg/Texture2D>
namespace osg {
typedef Texture2D Texture;
}
#endif // USE_DEPRECATED_API