add flexier Image Unit Binding implementation (allow different IUBs for a Texture)
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committed by
Julien Valentin
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5afd32b2d9
commit
2f8a262a0e
108
include/osg/ImageTexture
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108
include/osg/ImageTexture
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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/// author: Julien Valentin 2017 (mp3butcher@hotmail.com)
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#ifndef _GLImageUnitBinding_H
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#define _GLImageUnitBinding_H
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#include <osg/Export>
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#include <osg/Texture>
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namespace osg{
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/** Bind texture to an image unit (available only if GL version is 4.2 or greater)
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* The format parameter for the image unit need not exactly match the texture internal format,
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* but if it is set to 0, the texture internal format will be used.
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* See http://www.opengl.org/registry/specs/ARB/shader_image_load_store.txt
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* void bindToImageUnit(unsigned int unit, GLenum access, GLenum format=0, int level=0, bool layered=false, int layer=0);
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**/
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class OSG_EXPORT ImageTextureBinding : public osg::StateAttribute {
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public:
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/** Type of access that will be performed on the texture image. */
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enum ImageAccess
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{
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NOT_USED = 0,
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READ_ONLY = GL_READ_ONLY_ARB,
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WRITE_ONLY = GL_WRITE_ONLY_ARB,
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READ_WRITE = GL_READ_WRITE_ARB
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};
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ImageTextureBinding(
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GLuint imageunit = 0,
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osg::Texture* target = 0,
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ImageAccess access = READ_ONLY,
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GLenum format = GL_RGBA8,
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int level = 0,
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bool layered = GL_FALSE,
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int layer = 0) : osg::StateAttribute(),
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_target(target),
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_imageunit(imageunit),
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_level(level),
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_layered(layered),
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_layer(layer),
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_access(access),
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_format(format) {}
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ImageTextureBinding( const ImageTextureBinding&o,osg::CopyOp op=osg::CopyOp::SHALLOW_COPY):
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osg::StateAttribute(o,op),
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_target(o._target),
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_imageunit(o._imageunit),
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_level(o._level),
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_layered(o._layered),
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_layer(o._layer),
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_access(o._access),
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_format(o._format){}
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virtual ~ImageTextureBinding(){}
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META_StateAttribute(osg,ImageTextureBinding,IMAGE)
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GLuint getImageUnit() const { return _imageunit; }
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void setImageUnit(GLuint i) { _imageunit=i; }
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GLint getLevel() const { return _level; }
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void setLevel(GLint i){ _level=i; }
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GLboolean getIsLayered() const { return _layered; }
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void setIsLayered( GLboolean i) { _layered=i; }
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GLint getLayer() const { return _layer; }
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void setLayer(GLint i) { _layer=i; }
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GLenum getAccess()const { return _access; }
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void setAccess(ImageAccess i) { _access=i; }
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GLenum getFormat()const { return _format; }
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void setFormat(GLenum i) { _format=i; }
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const osg::Texture *getTexture() const { return _target.get();}
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void setTexture(osg::Texture* target) { _target=target; }
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virtual void apply(osg::State&state) const;
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virtual int compare(const osg::StateAttribute &sa) const;
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virtual unsigned getMember() const {
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return static_cast<unsigned int>(_imageunit);
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}
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protected:
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osg::ref_ptr<osg::Texture> _target;
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GLuint _imageunit;
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GLint _level;
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GLboolean _layered;
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GLint _layer;
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GLenum _access;
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GLenum _format;
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};
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}
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#endif
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