From Ulrich Hertlien, new osg::TextureRectangle class.
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182
src/osg/TextureRectangle.cpp
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182
src/osg/TextureRectangle.cpp
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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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#include <osg/GLExtensions>
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#include <osg/TextureRectangle>
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#include <osg/State>
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#include <osg/GLU>
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#include <osg/Notify>
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using namespace osg;
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TextureRectangle::TextureRectangle():
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_textureWidth(0),
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_textureHeight(0)
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{
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}
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TextureRectangle::TextureRectangle(const TextureRectangle& text,const CopyOp& copyop):
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Texture(text,copyop),
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_image(copyop(text._image.get())),
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_textureWidth(text._textureWidth),
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_textureHeight(text._textureHeight),
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_subloadCallback(text._subloadCallback)
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{
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}
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TextureRectangle::~TextureRectangle()
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{
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}
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int TextureRectangle::compare(const StateAttribute& sa) const
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{
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// check the types are equal and then create the rhs variable
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// used by the COMPARE_StateAttribute_Paramter macro's below.
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COMPARE_StateAttribute_Types(TextureRectangle,sa)
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if (_image!=rhs._image) // smart pointer comparison.
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{
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if (_image.valid())
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{
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if (rhs._image.valid())
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{
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int result = _image->compare(*rhs._image);
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if (result!=0) return result;
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}
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else
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{
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return 1; // valid lhs._image is greater than null.
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}
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}
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else if (rhs._image.valid())
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{
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return -1; // valid rhs._image is greater than null.
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}
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}
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int result = compareTexture(rhs);
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if (result!=0) return result;
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// compare each paramter in turn against the rhs.
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COMPARE_StateAttribute_Parameter(_textureWidth)
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COMPARE_StateAttribute_Parameter(_textureHeight)
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COMPARE_StateAttribute_Parameter(_subloadCallback)
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return 0; // passed all the above comparison macro's, must be equal.
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}
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void TextureRectangle::setImage(Image* image)
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{
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// delete old texture objects.
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dirtyTextureObject();
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_image = image;
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}
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void TextureRectangle::apply(State& state) const
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{
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static bool s_rectangleSupported = isGLExtensionSupported("GL_EXT_texture_rectangle") || isGLExtensionSupported("GL_NV_texture_rectangle");
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if (!s_rectangleSupported)
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{
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notify(WARN)<<"Warning: TextureRectangle::apply(..) failed, texture rectangle is not support by your OpenGL drivers."<<std::endl;
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return;
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}
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// get the contextID (user defined ID of 0 upwards) for the
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// current OpenGL context.
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const unsigned int contextID = state.getContextID();
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// get the globj for the current contextID.
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GLuint& handle = getTextureObject(contextID);
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if (handle != 0)
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{
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, handle);
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if (getTextureParameterDirty(state.getContextID()))
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applyTexParameters(GL_TEXTURE_RECTANGLE_NV, state);
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if (_subloadCallback.valid())
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_subloadCallback->subload(*this, state);
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}
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else if (_subloadCallback.valid())
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{
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glGenTextures(1L, (GLuint *)&handle);
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, handle);
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applyTexParameters(GL_TEXTURE_RECTANGLE_NV, state);
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_subloadCallback->load(*this, state);
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// in theory the following line is redundant, but in practice
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// have found that the first frame drawn doesn't apply the textures
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// unless a second bind is called?!!
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// perhaps it is the first glBind which is not required...
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, handle);
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}
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else if (_image.valid() && _image->data())
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{
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glGenTextures(1L, (GLuint *)&handle);
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, handle);
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applyTexParameters(GL_TEXTURE_RECTANGLE_NV, state);
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applyTexImageRectangle(GL_TEXTURE_RECTANGLE_NV, _image.get(), state, _textureWidth, _textureHeight);
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// in theory the following line is redundant, but in practice
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// have found that the first frame drawn doesn't apply the textures
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// unless a second bind is called?!!
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// perhaps it is the first glBind which is not required...
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, handle);
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}
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else
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{
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0);
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}
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}
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void TextureRectangle::applyTexImageRectangle(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight) const
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{
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// if we don't have a valid image we can't create a texture!
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if (!image || !image->data())
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return;
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// get the contextID (user defined ID of 0 upwards) for the
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// current OpenGL context.
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const unsigned int contextID = state.getContextID();
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// update the modified tag to show that it is upto date.
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getModifiedTag(contextID) = image->getModifiedTag();
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// compute the internal texture format, sets _internalFormat.
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computeInternalFormat();
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glPixelStorei(GL_UNPACK_ALIGNMENT, image->getPacking());
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// UH: ignoring compressed for now.
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glTexImage2D(target, 0, _internalFormat,
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image->s(), image->t(), 0,
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(GLenum)image->getPixelFormat(),
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(GLenum)image->getDataType(),
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image->data());
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inwidth = image->s();
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inheight = image->t();
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}
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void TextureRectangle::computeInternalFormat() const
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{
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if (_image.valid())
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computeInternalFormatWithImage(*_image);
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}
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