From Brad Colbert/Robert Osfield: added s/getSourceFormat and s/getSourceType to osg::Texture

along with support for this Texture1D, 2D, 3D, TextureCubeMap and TextureRectangle.  The
new SourceFormat and SourceType parameters are only used when no osg::Image is assigned to
an osg::Texture, and main use is for render to texture effects.

Added support for --hdr option in osgprerender, which utilises the new Texture::setSourceFormat/Type() methods.
This commit is contained in:
Robert Osfield
2005-11-08 15:52:21 +00:00
parent 8922bde081
commit 53e075f78b
8 changed files with 114 additions and 10 deletions

View File

@@ -345,6 +345,8 @@ Texture::Texture():
_borderWidth(0),
_internalFormatMode(USE_IMAGE_DATA_FORMAT),
_internalFormat(0),
_sourceFormat(0),
_sourceType(GL_UNSIGNED_BYTE),
_use_shadow_comparison(false),
_shadow_compare_func(LEQUAL),
_shadow_texture_mode(LUMINANCE),
@@ -368,6 +370,8 @@ Texture::Texture(const Texture& text,const CopyOp& copyop):
_borderWidth(text._borderWidth),
_internalFormatMode(text._internalFormatMode),
_internalFormat(text._internalFormat),
_sourceFormat(text._sourceFormat),
_sourceType(text._sourceType),
_use_shadow_comparison(text._use_shadow_comparison),
_shadow_compare_func(text._shadow_compare_func),
_shadow_texture_mode(text._shadow_texture_mode),
@@ -398,6 +402,9 @@ int Texture::compareTexture(const Texture& rhs) const
COMPARE_StateAttribute_Parameter(_internalFormat)
}
COMPARE_StateAttribute_Parameter(_sourceFormat)
COMPARE_StateAttribute_Parameter(_sourceType)
COMPARE_StateAttribute_Parameter(_use_shadow_comparison)
COMPARE_StateAttribute_Parameter(_shadow_compare_func)
COMPARE_StateAttribute_Parameter(_shadow_texture_mode)

View File

@@ -158,6 +158,28 @@ void Texture1D::apply(State& state) const
non_const_this->_image = 0;
}
}
else if ( (_textureWidth!=0) && (_internalFormat!=0) )
{
_textureObjectBuffer[contextID] = textureObject = generateTextureObject(
contextID,GL_TEXTURE_1D,_numMipmapLevels,_internalFormat,_textureWidth,1,1,0);
textureObject->bind();
applyTexParameters(GL_TEXTURE_1D,state);
// no image present, but dimensions at set so lets create the texture
glTexImage1D( GL_TEXTURE_1D, 0, _internalFormat,
_textureWidth, _borderWidth,
_sourceFormat ? _sourceFormat : _internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
0);
if (_readPBuffer.valid())
{
_readPBuffer->bindPBufferToTexture(GL_FRONT);
}
}
else
{

View File

@@ -222,8 +222,8 @@ void Texture2D::apply(State& state) const
// no image present, but dimensions at set so lets create the texture
glTexImage2D( GL_TEXTURE_2D, 0, _internalFormat,
_textureWidth, _textureHeight, _borderWidth,
_internalFormat,
GL_UNSIGNED_BYTE,
_sourceFormat ? _sourceFormat : _internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
0);
if (_readPBuffer.valid())

View File

@@ -240,6 +240,29 @@ void Texture3D::apply(State& state) const
non_const_this->_image = 0;
}
}
else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_textureDepth!=0) && (_internalFormat!=0) )
{
_textureObjectBuffer[contextID] = textureObject = generateTextureObject(
contextID,GL_TEXTURE_3D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,_textureDepth,0);
textureObject->bind();
applyTexParameters(GL_TEXTURE_3D,state);
// no image present, but dimensions at set so lets create the texture
extensions->glTexImage3D( GL_TEXTURE_3D, 0, _internalFormat,
_textureWidth, _textureHeight, _textureDepth,
_borderWidth,
_sourceFormat ? _sourceFormat : _internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
0);
if (_readPBuffer.valid())
{
_readPBuffer->bindPBufferToTexture(GL_FRONT);
}
}
else
{

View File

@@ -264,8 +264,8 @@ void TextureCubeMap::apply(State& state) const
// no image present, but dimensions at set so less create the texture
glTexImage2D( faceTarget[n], 0, _internalFormat,
_textureWidth, _textureHeight, _borderWidth,
_internalFormat,
GL_UNSIGNED_BYTE,
_sourceFormat ? _sourceFormat : _internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
0);
}

View File

@@ -205,8 +205,8 @@ void TextureRectangle::apply(State& state) const
// no image present, but dimensions at set so lets create the texture
glTexImage2D( GL_TEXTURE_RECTANGLE, 0, _internalFormat,
_textureWidth, _textureHeight, _borderWidth,
_internalFormat,
GL_UNSIGNED_BYTE,
_sourceFormat ? _sourceFormat : _internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
0);
if (_readPBuffer.valid())