From Art Tevs,

"A new texture class Texture2DArray derived from
Texture extends the osg to support the new
EXT_texture_array extensions. Texture arrays provides
a feature for people interesting in GPGPU programming.


Faetures and changes:

- Full support for layered 2D textures.

- New uniform types were added (sampler2DArray)

- FrameBufferObject implementation were changed to
support attaching of 2D array textures to the
framebuffer

- StateSet was slightly changed to support texture
arrays. NOTE: array textures can not be used in fixed
function pipeline. Thus using the layered texture as a
statemode for a Drawable produce invalid enumerant
OpenGL errors.

- Image class was extended to support handling of
array textures

Tests:
I have used this class as a new feature of my
application. It works for me without problems (Note:
Texture arrays were introduced only for shading
languages and not for fixed function pipelines!!!).
RTT with Texture2DArray works, as I have tested them
as texture targets for a camera with 6 layers/faces
(i.e. replacement for cube maps). I am using the array
textures in shader programming. Array textures can be
attached to the FBO and used as input and as output."
This commit is contained in:
Robert Osfield
2007-09-07 11:21:02 +00:00
parent ed6322630f
commit c7a72c8435
11 changed files with 915 additions and 7 deletions

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@@ -44,6 +44,7 @@
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4
#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0
#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1
#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2
@@ -105,13 +106,16 @@ namespace osg
typedef void APIENTRY TglFramebufferTexture1DEXT(GLenum, GLenum, GLenum, GLuint, GLint);
typedef void APIENTRY TglFramebufferTexture2DEXT(GLenum, GLenum, GLenum, GLuint, GLint);
typedef void APIENTRY TglFramebufferTexture3DEXT(GLenum, GLenum, GLenum, GLuint, GLint, GLint);
typedef void APIENTRY TglFramebufferTextureLayerEXT(GLenum, GLenum, GLuint, GLint, GLint);
typedef void APIENTRY TglFramebufferRenderbufferEXT(GLenum, GLenum, GLenum, GLuint);
typedef void APIENTRY TglGenerateMipmapEXT(GLenum);
typedef void APIENTRY TglRenderbufferStorageMultisampleCoverageNV(GLenum, GLuint, GLuint, GLenum, GLuint, GLuint);
TglBindRenderbufferEXT* glBindRenderbufferEXT;
TglGenRenderbuffersEXT* glGenRenderbuffersEXT;
TglDeleteRenderbuffersEXT* glDeleteRenderbuffersEXT;
TglRenderbufferStorageEXT* glRenderbufferStorageEXT;
TglRenderbufferStorageMultisampleCoverageNV* glRenderbufferStorageMultisampleCoverageNV;
TglBindFramebufferEXT* glBindFramebufferEXT;
TglDeleteFramebuffersEXT* glDeleteFramebuffersEXT;
TglGenFramebuffersEXT* glGenFramebuffersEXT;
@@ -119,6 +123,7 @@ namespace osg
TglFramebufferTexture1DEXT* glFramebufferTexture1DEXT;
TglFramebufferTexture2DEXT* glFramebufferTexture2DEXT;
TglFramebufferTexture3DEXT* glFramebufferTexture3DEXT;
TglFramebufferTextureLayerEXT* glFramebufferTextureLayerEXT;
TglFramebufferRenderbufferEXT* glFramebufferRenderbufferEXT;
TglGenerateMipmapEXT* glGenerateMipmapEXT;
@@ -246,6 +251,7 @@ namespace osg
class Texture1D;
class Texture2D;
class Texture3D;
class Texture2DArray;
class TextureCubeMap;
class TextureRectangle;
@@ -259,6 +265,7 @@ namespace osg
explicit FrameBufferAttachment(Texture1D* target, int level = 0);
explicit FrameBufferAttachment(Texture2D* target, int level = 0);
explicit FrameBufferAttachment(Texture3D* target, int zoffset, int level = 0);
explicit FrameBufferAttachment(Texture2DArray* target, int layer, int level = 0);
explicit FrameBufferAttachment(TextureCubeMap* target, int face, int level = 0);
explicit FrameBufferAttachment(TextureRectangle* target);
explicit FrameBufferAttachment(Camera::Attachment& attachment);

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@@ -1,6 +1,7 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
* Copyright (C) 2004-2005 Nathan Cournia
* Copyright (C) 2007 Art Tevs
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial
@@ -23,6 +24,17 @@
#include <string>
#ifndef GL_VERSION_2_1 //[
#define GL_VERSION_2_1 1
#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0
#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1
#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3
#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4
#endif //]
#ifndef GL_VERSION_2_0 //[
#define GL_VERSION_2_0 1
typedef char GLchar;

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@@ -156,6 +156,10 @@
#define GL_TEXTURE_3D 0x806F
#endif
#ifndef GL_TEXTURE_2D_ARRAY_EXT
#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A
#endif
#ifndef GL_TEXTURE_BINDING_3D
#define GL_TEXTURE_BINDING_3D 0x806A
#endif

239
include/osg/Texture2DArray Normal file
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@@ -0,0 +1,239 @@
/* -*-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.
*/
#ifndef OSG_TEXTURE2DARRAY
#define OSG_TEXTURE2DARRAY 1
#include <osg/Texture>
#include <list>
#ifndef GL_TEXTURE_2D_ARRAY_EXT
#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A
#define GL_PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B
#define GL_TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D
#define GL_MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF
#define GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E
#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1
#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4
#endif
namespace osg {
/** Texture2DArray state class which encapsulates OpenGL 2D array texture functionality.
* Texture arrays were introduced with Shader Model 4.0 hardware.
*
* A 2D texture array does contain textures sharing the same properties (e.g. size, bitdepth,...)
* in a layered structure. See http://www.opengl.org/registry/specs/EXT/texture_array.txt for more info.
*/
class OSG_EXPORT Texture2DArray : public Texture
{
public :
Texture2DArray();
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
Texture2DArray(const Texture2DArray& cm,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, Texture2DArray, TEXTURE);
/** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
virtual int compare(const StateAttribute& rhs) const;
virtual GLenum getTextureTarget() const { return GL_TEXTURE_2D_ARRAY_EXT; }
/** Set the texture image for specified layer. */
virtual void setImage(unsigned int layer, Image* image);
/** Get the texture image for specified layer. */
virtual Image* getImage(unsigned int layer);
/** Get the const texture image for specified layer. */
virtual const Image* getImage(unsigned int layer) const;
/** Get the number of images that are assigned to the Texture.
* The number is equal to the texture depth. To get the maximum possible
* image/layer count, you have to use the extension subclass, since it provides
* graphic context dependent information.
*/
virtual unsigned int getNumImages() const { return getTextureDepth(); }
/** Check how often was a certain layer in the given context modified */
inline unsigned int& getModifiedCount(unsigned int layer, unsigned int contextID) const
{
// get the modified count for the current contextID.
return _modifiedCount[layer][contextID];
}
/** Set the texture width and height. If width or height are zero then
* the repsective size value is calculated from the source image sizes.
* Depth parameter specifies the number of layers to be used.
*/
void setTextureSize(int width, int height, int depth);
void setTextureWidth(int width) { _textureWidth=width; }
void setTextureHeight(int height) { _textureHeight=height; }
void setTextureDepth(int depth);
virtual int getTextureWidth() const { return _textureWidth; }
virtual int getTextureHeight() const { return _textureHeight; }
virtual int getTextureDepth() const { return _textureDepth; }
class OSG_EXPORT SubloadCallback : public Referenced
{
public:
virtual void load(const Texture2DArray& texture,State& state) const = 0;
virtual void subload(const Texture2DArray& texture,State& state) const = 0;
};
void setSubloadCallback(SubloadCallback* cb) { _subloadCallback = cb;; }
SubloadCallback* getSubloadCallback() { return _subloadCallback.get(); }
const SubloadCallback* getSubloadCallback() const { return _subloadCallback.get(); }
/** 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 { _numMipmapLevels=num; }
/** Get the number of mip map levels the the texture has been created with. */
unsigned int getNumMipmapLevels() const { return _numMipmapLevels; }
/** Copies a two-dimensional texture subimage, as per
* glCopyTexSubImage3D. Updates a portion of an existing OpenGL
* texture object from the current OpenGL background framebuffer
* contents at position \a x, \a y with width \a width and height
* \a height. Loads framebuffer data into the texture using offsets
* \a xoffset and \a yoffset. \a zoffset specifies the layer of the texture
* array to which the result is copied.
*/
void copyTexSubImage2DArray(State& state, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height );
/** Bind the texture if already compiled. Otherwise recompile.
*/
virtual void apply(State& state) const;
/** Extensions class which encapsulates the querying of extensions and
* associated function pointers, and provides convinience wrappers to
* check for the extensions or use the associated functions.
*/
class OSG_EXPORT Extensions : public osg::Referenced
{
public:
Extensions(unsigned int contextID);
Extensions(const Extensions& rhs);
void lowestCommonDenominator(const Extensions& rhs);
void setupGLExtensions(unsigned int contextID);
void setTexture2DArraySupported(bool flag) { _isTexture2DArraySupported=flag; }
bool isTexture2DArraySupported() const { return _isTexture2DArraySupported; }
void setTexture3DSupported(bool flag) { _isTexture3DSupported=flag; }
bool isTexture3DSupported() const { return _isTexture3DSupported; }
void setMaxLayerCount(GLint count) { _maxLayerCount = count; }
GLint maxLayerCount() const { return _maxLayerCount; }
void setMax2DSize(GLint size) { _max2DSize = size; }
GLint max2DSize() const { return _max2DSize; }
void setTexImage3DProc(void* ptr) { _glTexImage3D = ptr; }
void glTexImage3D( GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) const;
void setTexSubImage3DProc(void* ptr) { _glTexSubImage3D = ptr; }
void glTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) const;
void setCopyTexSubImage3DProc(void* ptr) { _glCopyTexSubImage3D = ptr; }
void glCopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ) const;
bool isCompressedTexImage3DSupported() const { return _glCompressedTexImage3D!=0; }
void setCompressedTexImage3DProc(void* ptr) { _glCompressedTexImage3D = ptr; }
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data) const;
bool isCompressedTexSubImage3DSupported() const { return _glCompressedTexSubImage3D!=0; }
void setCompressedTexSubImage3DProc(void* ptr) { _glCompressedTexSubImage3D = ptr; }
void glCompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data ) const;
protected:
~Extensions() {}
bool _isTexture2DArraySupported;
bool _isTexture3DSupported;
GLint _maxLayerCount;
GLint _max2DSize;
void* _glTexImage3D;
void* _glTexSubImage3D;
void* _glCompressedTexImage3D;
void* _glCompressedTexSubImage3D;
void* _glCopyTexSubImage3D;
};
/** Function to call to get the extension of a specified context.
* If the Exentsion object for that context has not yet been created
* and the 'createIfNotInitalized' flag been set to false then returns NULL.
* If 'createIfNotInitalized' is true then the Extensions object is
* automatically created. However, in this case the extension object will
* only be created with the graphics context associated with ContextID.
*/
static Extensions* getExtensions(unsigned int contextID,bool createIfNotInitalized);
/** The setExtensions method allows users to override the extensions across graphics contexts.
* Typically used when you have different extensions supported across graphics pipes
* but need to ensure that they all use the same low common denominator extensions.
*/
static void setExtensions(unsigned int contextID,Extensions* extensions);
protected :
virtual ~Texture2DArray();
bool imagesValid() const;
virtual void computeInternalFormat() const;
void applyTexImage2DArray_subload(State& state, Image* image, GLsizei& inwidth, GLsizei& inheight, GLsizei& indepth, GLsizei& numMipmapLevels) const;
/**
* Use std::vector to encapsulate referenced pointers to images of different layers.
* Vectors gives us a random access iterator. The overhead of non-used elements is negligeable */
std::vector<ref_ptr<Image> > _images;
// subloaded images can have different texture and image sizes.
mutable GLsizei _textureWidth, _textureHeight, _textureDepth;
// number of mip map levels the the texture has been created with,
mutable GLsizei _numMipmapLevels;
ref_ptr<SubloadCallback> _subloadCallback;
typedef buffered_value<unsigned int> ImageModifiedCount;
mutable std::vector<ImageModifiedCount> _modifiedCount;
};
}
#endif

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@@ -165,6 +165,12 @@ class OSG_EXPORT Uniform : public Object
SAMPLER_CUBE = GL_SAMPLER_CUBE,
SAMPLER_1D_SHADOW = GL_SAMPLER_1D_SHADOW,
SAMPLER_2D_SHADOW = GL_SAMPLER_2D_SHADOW,
SAMPLER_1D_ARRAY = GL_SAMPLER_1D_ARRAY_EXT,
SAMPLER_2D_ARRAY = GL_SAMPLER_2D_ARRAY_EXT,
SAMPLER_1D_ARRAY_SHADOW = GL_SAMPLER_1D_ARRAY_SHADOW_EXT,
SAMPLER_2D_ARRAY_SHADOW = GL_SAMPLER_2D_ARRAY_SHADOW_EXT,
UNDEFINED = 0x0
};

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@@ -132,6 +132,7 @@ SET(LIB_PUBLIC_HEADERS
${HEADER_PATH}/Texture
${HEADER_PATH}/Texture1D
${HEADER_PATH}/Texture2D
${HEADER_PATH}/Texture2DArray
${HEADER_PATH}/Texture3D
${HEADER_PATH}/TextureCubeMap
${HEADER_PATH}/TextureRectangle
@@ -283,6 +284,7 @@ ADD_LIBRARY(${LIB_NAME}
Texture.cpp
Texture1D.cpp
Texture2D.cpp
Texture2DArray.cpp
Texture3D.cpp
TextureCubeMap.cpp
TextureRectangle.cpp

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@@ -19,6 +19,7 @@
#include <osg/Texture1D>
#include <osg/Texture2D>
#include <osg/Texture3D>
#include <osg/Texture2DArray>
#include <osg/TextureCubeMap>
#include <osg/TextureRectangle>
#include <osg/Notify>
@@ -56,6 +57,7 @@ FBOExtensions::FBOExtensions(unsigned int contextID)
LOAD_FBO_EXT(glFramebufferTexture1DEXT);
LOAD_FBO_EXT(glFramebufferTexture2DEXT);
LOAD_FBO_EXT(glFramebufferTexture3DEXT);
LOAD_FBO_EXT(glFramebufferTextureLayerEXT);
LOAD_FBO_EXT(glFramebufferRenderbufferEXT);
LOAD_FBO_EXT(glGenerateMipmapEXT);
@@ -205,7 +207,8 @@ struct FrameBufferAttachment::Pimpl
TEXTURE2D,
TEXTURE3D,
TEXTURECUBE,
TEXTURERECT
TEXTURERECT,
TEXTURE2DARRAY
};
TargetType targetType;
@@ -269,6 +272,13 @@ FrameBufferAttachment::FrameBufferAttachment(Texture3D* target, int level, int z
_ximpl->zoffset = zoffset;
}
FrameBufferAttachment::FrameBufferAttachment(Texture2DArray* target, int layer, int level)
{
_ximpl = new Pimpl(Pimpl::TEXTURE2DARRAY, level);
_ximpl->textureTarget = target;
_ximpl->zoffset = layer;
}
FrameBufferAttachment::FrameBufferAttachment(TextureCubeMap* target, int face, int level)
{
_ximpl = new Pimpl(Pimpl::TEXTURECUBE, level);
@@ -312,6 +322,15 @@ FrameBufferAttachment::FrameBufferAttachment(Camera::Attachment& attachment)
_ximpl->zoffset = attachment._face;
return;
}
osg::Texture2DArray* texture2DArray = dynamic_cast<osg::Texture2DArray*>(texture);
if (texture2DArray)
{
_ximpl = new Pimpl(Pimpl::TEXTURE2DARRAY, attachment._level);
_ximpl->textureTarget = texture2DArray;
_ximpl->zoffset = attachment._face;
return;
}
osg::TextureCubeMap* textureCubeMap = dynamic_cast<osg::TextureCubeMap*>(texture);
if (textureCubeMap)
@@ -429,6 +448,9 @@ void FrameBufferAttachment::attach(State &state, GLenum attachment_point, const
case Pimpl::TEXTURE3D:
ext->glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, attachment_point, GL_TEXTURE_3D, tobj->_id, _ximpl->level, _ximpl->zoffset);
break;
case Pimpl::TEXTURE2DARRAY:
ext->glFramebufferTextureLayerEXT(GL_FRAMEBUFFER_EXT, attachment_point, tobj->_id, _ximpl->level, _ximpl->zoffset);
break;
case Pimpl::TEXTURERECT:
ext->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment_point, GL_TEXTURE_RECTANGLE, tobj->_id, 0);
break;
@@ -588,6 +610,7 @@ void FrameBufferObject::apply(State &state) const
}
ext->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboID);
if (dirtyAttachmentList)

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@@ -21,6 +21,7 @@
#include <osg/StateSet>
#include <osg/Texture2D>
#include <osg/Texture3D>
#include <osg/Texture2DArray>
#include "dxtctool.h"
@@ -522,14 +523,25 @@ void Image::readImageFromCurrentTexture(unsigned int contextID, bool copyMipMaps
{
const osg::Texture::Extensions* extensions = osg::Texture::getExtensions(contextID,true);
const osg::Texture3D::Extensions* extensions3D = osg::Texture3D::getExtensions(contextID,true);
const osg::Texture2DArray::Extensions* extensions2DArray = osg::Texture2DArray::getExtensions(contextID,true);
GLboolean binding1D, binding2D, binding3D;
GLboolean binding1D, binding2D, binding3D, binding2DArray;
glGetBooleanv(GL_TEXTURE_BINDING_1D, &binding1D);
glGetBooleanv(GL_TEXTURE_BINDING_2D, &binding2D);
glGetBooleanv(GL_TEXTURE_BINDING_3D, &binding3D);
if (extensions2DArray->isTexture2DArraySupported())
{
glGetBooleanv(GL_TEXTURE_BINDING_2D_ARRAY_EXT, &binding2DArray);
}
else
{
binding2DArray - GL_FALSE;
}
GLenum textureMode = binding1D ? GL_TEXTURE_1D : binding2D ? GL_TEXTURE_2D : binding3D ? GL_TEXTURE_3D : 0;
GLenum textureMode = binding1D ? GL_TEXTURE_1D : binding2D ? GL_TEXTURE_2D : binding3D ? GL_TEXTURE_3D : binding2DArray ? GL_TEXTURE_2D_ARRAY_EXT : 0;
if (textureMode==0) return;
@@ -562,14 +574,21 @@ void Image::readImageFromCurrentTexture(unsigned int contextID, bool copyMipMaps
{
if (extensions->isCompressedTexImage2DSupported())
{
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED_ARB,&compressed);
glGetTexLevelParameteriv(textureMode, 0, GL_TEXTURE_COMPRESSED_ARB,&compressed);
}
}
else if (textureMode==GL_TEXTURE_3D)
{
if (extensions3D->isCompressedTexImage3DSupported())
{
glGetTexLevelParameteriv(GL_TEXTURE_3D, 0, GL_TEXTURE_COMPRESSED_ARB,&compressed);
glGetTexLevelParameteriv(textureMode, 0, GL_TEXTURE_COMPRESSED_ARB,&compressed);
}
}
else if (textureMode==GL_TEXTURE_2D_ARRAY_EXT)
{
if (extensions2DArray->isCompressedTexImage3DSupported())
{
glGetTexLevelParameteriv(textureMode, 0, GL_TEXTURE_COMPRESSED_ARB,&compressed);
}
}

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@@ -28,6 +28,7 @@
#include <osg/TextureCubeMap>
#include <osg/TextureRectangle>
#include <osg/Texture2DArray>
#include <set>
#include <algorithm>
@@ -48,7 +49,8 @@ class TextureGLModeSet
_textureModeSet.insert(GL_TEXTURE_3D);
_textureModeSet.insert(GL_TEXTURE_CUBE_MAP);
_textureModeSet.insert(GL_TEXTURE_RECTANGLE_NV);
_textureModeSet.insert(GL_TEXTURE_RECTANGLE_NV);
_textureModeSet.insert(GL_TEXTURE_2D_ARRAY_EXT);
_textureModeSet.insert(GL_TEXTURE_GEN_Q);
_textureModeSet.insert(GL_TEXTURE_GEN_R);

574
src/osg/Texture2DArray.cpp Normal file
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@@ -0,0 +1,574 @@
/* -*-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/Texture2DArray>
#include <osg/State>
#include <osg/Notify>
#include <string.h>
using namespace osg;
Texture2DArray::Texture2DArray():
_textureWidth(0),
_textureHeight(0),
_textureDepth(0),
_numMipmapLevels(0)
{
}
Texture2DArray::Texture2DArray(const Texture2DArray& text,const CopyOp& copyop):
Texture(text,copyop),
_textureWidth(text._textureWidth),
_textureHeight(text._textureHeight),
_textureDepth(text._textureDepth),
_numMipmapLevels(text._numMipmapLevels),
_subloadCallback(text._subloadCallback)
{
// copy all images by iterating through all of them
for (int i=0; i < text._textureDepth; i++)
{
_images.push_back(copyop(text._images[i].get()));
_modifiedCount.push_back(ImageModifiedCount());
}
}
Texture2DArray::~Texture2DArray()
{
}
int Texture2DArray::compare(const StateAttribute& sa) const
{
// check the types are equal and then create the rhs variable
// used by the COMPARE_StateAttribute_Paramter macro's below.
COMPARE_StateAttribute_Types(Texture2DArray,sa)
bool noImages = true;
for (int n=0; n < _textureDepth; n++)
{
if (noImages && _images[n].valid()) noImages = false;
if (noImages && rhs._images[n].valid()) noImages = false;
if (_images[n]!=rhs._images[n]) // smart pointer comparison.
{
if (_images[n].valid())
{
if (rhs._images[n].valid())
{
int result = _images[n]->compare(*rhs._images[n]);
if (result!=0) return result;
}
else
{
return 1; // valid lhs._image is greater than null.
}
}
else if (rhs._images[n].valid())
{
return -1; // valid rhs._image is greater than null.
}
}
}
if (noImages)
{
int result = compareTextureObjects(rhs);
if (result!=0) return result;
}
int result = compareTexture(rhs);
if (result!=0) return result;
// compare each paramter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_textureWidth)
COMPARE_StateAttribute_Parameter(_textureHeight)
COMPARE_StateAttribute_Parameter(_textureDepth)
COMPARE_StateAttribute_Parameter(_subloadCallback)
return 0; // passed all the above comparison macro's, must be equal.
}
void Texture2DArray::setImage(unsigned int layer, Image* image)
{
// check if the layer exceeds the texture depth
if (layer >= _textureDepth)
{
// print warning and do nothing
notify(WARN)<<"Warning: Texture2DArray::setImage(..) failed, the given layer number is bigger then the size of the texture array."<<std::endl;
return;
}
// set image
_images[layer] = image;
_modifiedCount[layer].setAllElementsTo(0);
}
void Texture2DArray::setTextureSize(int width, int height, int depth)
{
// set dimensions
_textureWidth = width;
_textureHeight = height;
setTextureDepth(depth);
}
void Texture2DArray::setTextureDepth(int depth)
{
// if we decrease the number of layers, then delete non-used
if (depth < _textureDepth)
{
_images.resize(depth);
_modifiedCount.resize(depth);
}
// if we increase the array, then add new empty elements
if (depth > _textureDepth)
{
_images.resize(depth, ref_ptr<Image>(0));
_modifiedCount.resize(depth, ImageModifiedCount());
}
// resize the texture array
_textureDepth = depth;
}
Image* Texture2DArray::getImage(unsigned int layer)
{
return _images[layer].get();
}
const Image* Texture2DArray::getImage(unsigned int layer) const
{
return _images[layer].get();
}
bool Texture2DArray::imagesValid() const
{
if (_textureDepth < 1) return false;
for (int n=0; n < _textureDepth; n++)
{
if (!_images[n].valid() || !_images[n]->data())
return false;
}
return true;
}
void Texture2DArray::computeInternalFormat() const
{
if (imagesValid()) computeInternalFormatWithImage(*_images[0]);
}
void Texture2DArray::apply(State& state) const
{
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const unsigned int contextID = state.getContextID();
const Extensions* extensions = getExtensions(contextID,true);
// if not supported, then return
if (!extensions->isTexture2DArraySupported() || !extensions->isTexture3DSupported())
{
notify(WARN)<<"Warning: Texture2DArray::apply(..) failed, 2D texture arrays are not support by OpenGL driver."<<std::endl;
return;
}
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
// if we already have an texture object, then
if (textureObject != 0)
{
// bind texture object
textureObject->bind();
// if texture parameters changed, then reset them
if (getTextureParameterDirty(state.getContextID())) applyTexParameters(GL_TEXTURE_2D_ARRAY_EXT,state);
// if subload is specified, then use it to subload the images to GPU memory
if (_subloadCallback.valid())
{
_subloadCallback->subload(*this,state);
}
else
{
// for each image of the texture array do
for (int n=0; n < _textureDepth; n++)
{
osg::Image* image = _images[n].get();
// if image content is modified, then upload it to the GPU memory
if (image && getModifiedCount(n,contextID) != image->getModifiedCount())
{
applyTexImage2DArray_subload(state, image, _textureWidth, _textureHeight, n, _numMipmapLevels);
getModifiedCount(n,contextID) = image->getModifiedCount();
}
}
}
}
// there is no texture object, but exists a subload callback, so use it to upload images
else if (_subloadCallback.valid())
{
// generate texture (i.e. glGenTexture) and apply parameters
_textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID, GL_TEXTURE_2D_ARRAY_EXT);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D_ARRAY_EXT, state);
_subloadCallback->load(*this,state);
}
// nothing before, but we have valid images, so do manual upload and create texture object manually
else if (imagesValid())
{
// compute the internal texture format, this set the _internalFormat to an appropriate value.
computeInternalFormat();
// compute the dimensions of the texture.
computeRequiredTextureDimensions(state,*_images[0],_textureWidth, _textureHeight, _numMipmapLevels);
// create texture object
_textureObjectBuffer[contextID] = textureObject = generateTextureObject(
contextID,GL_TEXTURE_2D_ARRAY_EXT,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,_textureDepth,0);
// bind texture
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D_ARRAY_EXT, state);
// now for each layer do
for (int n=0; n<_textureDepth; n++)
{
// if image is valid then upload it to the texture memory
osg::Image* image = _images[n].get();
if (image)
{
applyTexImage2DArray_subload(state, image, _textureWidth, _textureHeight, n, _numMipmapLevels);
getModifiedCount(n,contextID) = image->getModifiedCount();
}
}
textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,_textureDepth,0);
// no idea what this for ;-)
if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded())
{
Texture2DArray* non_const_this = const_cast<Texture2DArray*>(this);
for (int n=0; n<_textureDepth; n++)
{
if (_images[n].valid() && _images[n]->getDataVariance()==STATIC)
{
non_const_this->_images[n] = 0;
}
}
}
}
// No images present, but dimensions are set. So create empty texture
else if ( (_textureWidth > 0) && (_textureHeight > 0) && (_textureDepth > 0) && (_internalFormat!=0) )
{
// generate texture
_textureObjectBuffer[contextID] = textureObject = generateTextureObject(
contextID, GL_TEXTURE_2D_ARRAY_EXT,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,_textureDepth,0);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D_ARRAY_EXT,state);
extensions->glTexImage3D( GL_TEXTURE_2D_ARRAY_EXT, 0, _internalFormat,
_textureWidth, _textureHeight, _textureDepth,
_borderWidth,
_sourceFormat ? _sourceFormat : _internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
0);
}
// nothing before, so just unbind the texture target
else
{
glBindTexture( GL_TEXTURE_2D_ARRAY_EXT, 0 );
}
}
void Texture2DArray::applyTexImage2DArray_subload(State& state, Image* image, GLsizei& inwidth, GLsizei& inheight, GLsizei& indepth, GLsizei& numMipmapLevels) const
{
// if we don't have a valid image we can't create a texture!
if (!imagesValid())
return;
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const unsigned int contextID = state.getContextID();
const Extensions* extensions = getExtensions(contextID,true);
const Texture::Extensions* texExtensions = Texture::getExtensions(contextID,true);
GLenum target = GL_TEXTURE_2D_ARRAY_EXT;
// compute the internal texture format, this set the _internalFormat to an appropriate value.
computeInternalFormat();
// select the internalFormat required for the texture.
bool compressed = isCompressedInternalFormat(_internalFormat);
bool compressed_image = isCompressedInternalFormat((GLenum)image->getPixelFormat());
// if the required layer is exceeds the maximum allowed layer sizes
if (indepth > extensions->maxLayerCount())
{
// we give a warning and do nothing
notify(WARN)<<"Warning: Texture2DArray::applyTexImage2DArray_subload(..) the given layer number exceeds the maximum number of supported layers."<<std::endl;
return;
}
//Rescale if resize hint is set or NPOT not supported or dimensions exceed max size
if( _resizeNonPowerOfTwoHint || !texExtensions->isNonPowerOfTwoTextureSupported(_min_filter)
|| inwidth > extensions->max2DSize()
|| inheight > extensions->max2DSize())
image->ensureValidSizeForTexturing(extensions->max2DSize());
glPixelStorei(GL_UNPACK_ALIGNMENT,image->getPacking());
// if no special mipmapping is required, then
if( _min_filter == LINEAR || _min_filter == NEAREST )
{
numMipmapLevels = 1;
// upload non-compressed image
if (!compressed_image)
{
extensions->glTexImage3D( target, 0, _internalFormat,
inwidth, inheight, indepth,
_borderWidth,
(GLenum)image->getPixelFormat(),
(GLenum)image->getDataType(),
image->data() );
}
// if we support compression and image is compressed, then
else if (extensions->isCompressedTexImage3DSupported())
{
// notify(WARN)<<"glCompressedTexImage3D "<<inwidth<<", "<<inheight<<", "<<indepth<<std::endl;
numMipmapLevels = 1;
GLint blockSize, size;
getCompressedSize(_internalFormat, inwidth, inheight, indepth, blockSize,size);
extensions->glCompressedTexImage3D(target, 0, _internalFormat,
inwidth, inheight, indepth,
_borderWidth,
size,
image->data());
}
// we want to use mipmapping, so enable it
}else
{
// image does not provide mipmaps, so we have to create them
if(!image->isMipmap())
{
notify(WARN)<<"Warning: Texture2DArray::applyTexImage2DArray_subload(..) automagic mipmap generation is currently not implemented."<<std::endl;
// the image object does provide mipmaps, so upload the in the certain levels of a layer
}else
{
numMipmapLevels = image->getNumMipmapLevels();
int width = image->s();
int height = image->t();
int depth = image->r();
for( GLsizei k = 0 ; k < numMipmapLevels && (width || height || depth) ;k++)
{
if (width == 0)
width = 1;
if (height == 0)
height = 1;
if (depth == 0)
depth = 1;
extensions->glTexImage3D( target, k, _internalFormat,
width, height, depth, _borderWidth,
(GLenum)image->getPixelFormat(),
(GLenum)image->getDataType(),
image->getMipmapData(k));
width >>= 1;
height >>= 1;
depth >>= 1;
}
}
}
// set new sizes back
inwidth = image->s();
inheight = image->t();
}
void Texture2DArray::copyTexSubImage2DArray(State& state, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height )
{
const unsigned int contextID = state.getContextID();
const Extensions* extensions = getExtensions(contextID,true);
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
// if texture object is valid
if (textureObject != 0)
{
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D_ARRAY_EXT,state);
extensions->glCopyTexSubImage3D( GL_TEXTURE_2D_ARRAY_EXT, 0, xoffset,yoffset,zoffset, x, y, width, height);
// inform state that this texture is the current one bound.
state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
}
else
{
notify(WARN)<<"Warning: Texture2DArray::copyTexSubImage2DArray(..) failed, cannot not copy to a non existant texture."<<std::endl;
}
}
typedef buffered_value< ref_ptr<Texture2DArray::Extensions> > BufferedExtensions;
static BufferedExtensions s_extensions;
Texture2DArray::Extensions* Texture2DArray::getExtensions(unsigned int contextID,bool createIfNotInitalized)
{
if (!s_extensions[contextID] && createIfNotInitalized) s_extensions[contextID] = new Extensions(contextID);
return s_extensions[contextID].get();
}
void Texture2DArray::setExtensions(unsigned int contextID,Extensions* extensions)
{
s_extensions[contextID] = extensions;
}
Texture2DArray::Extensions::Extensions(unsigned int contextID)
{
setupGLExtensions(contextID);
}
Texture2DArray::Extensions::Extensions(const Extensions& rhs):
Referenced()
{
_isTexture3DSupported = rhs._isTexture3DSupported;
_isTexture2DArraySupported = rhs._isTexture2DArraySupported;
_max2DSize = rhs._max2DSize;
_maxLayerCount = rhs._maxLayerCount;
_glTexImage3D = rhs._glTexImage3D;
_glTexSubImage3D = rhs._glTexSubImage3D;
_glCopyTexSubImage3D = rhs._glCopyTexSubImage3D;
_glCompressedTexImage3D = rhs._glCompressedTexImage3D;
_glCompressedTexSubImage3D = rhs._glCompressedTexSubImage3D;;
}
void Texture2DArray::Extensions::lowestCommonDenominator(const Extensions& rhs)
{
if (!rhs._isTexture3DSupported) _isTexture3DSupported = false;
if (!rhs._isTexture2DArraySupported) _isTexture2DArraySupported = false;
if (rhs._max2DSize<_max2DSize) _max2DSize = rhs._max2DSize;
if (rhs._maxLayerCount<_maxLayerCount) _maxLayerCount = rhs._maxLayerCount;
if (!rhs._glTexImage3D) _glTexImage3D = 0;
if (!rhs._glTexSubImage3D) _glTexSubImage3D = 0;
if (!rhs._glCompressedTexImage3D) _glTexImage3D = 0;
if (!rhs._glCompressedTexSubImage3D) _glTexSubImage3D = 0;
if (!rhs._glCopyTexSubImage3D) _glCopyTexSubImage3D = 0;
}
void Texture2DArray::Extensions::setupGLExtensions(unsigned int contextID)
{
_isTexture3DSupported = isGLExtensionSupported(contextID,"GL_EXT_texture3D");
_isTexture2DArraySupported = isGLExtensionSupported(contextID,"GL_EXT_texture_array");
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &_max2DSize);
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS_EXT, &_maxLayerCount);
_glTexImage3D = getGLExtensionFuncPtr("glTexImage3D","glTexImage3DEXT");
_glTexSubImage3D = getGLExtensionFuncPtr("glTexSubImage3D","glTexSubImage3DEXT");
_glCompressedTexImage3D = getGLExtensionFuncPtr("glCompressedTexImage3D","glCompressedTexImage3DARB");
_glCompressedTexSubImage3D = getGLExtensionFuncPtr("glCompressedTexSubImage3D","glCompressedTexSubImage3DARB");
_glCopyTexSubImage3D = getGLExtensionFuncPtr("glCopyTexSubImage3D","glCopyTexSubImage3DEXT");
}
void Texture2DArray::Extensions::glTexImage3D( GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) const
{
if (_glTexImage3D)
{
typedef void (APIENTRY * GLTexImage3DProc) ( GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
((GLTexImage3DProc)_glTexImage3D)( target, level, internalFormat, width, height, depth, border, format, type, pixels);
}
else
{
notify(WARN)<<"Error: glTexImage3D not supported by OpenGL driver"<<std::endl;
}
}
void Texture2DArray::Extensions::glTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) const
{
if (_glTexSubImage3D)
{
typedef void (APIENTRY * GLTexSubImage3DProc) ( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
((GLTexSubImage3DProc)_glTexSubImage3D)( target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
}
else
{
notify(WARN)<<"Error: glTexSubImage3D not supported by OpenGL driver"<<std::endl;
}
}
void Texture2DArray::Extensions::glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data) const
{
if (_glCompressedTexImage3D)
{
typedef void (APIENTRY * CompressedTexImage3DArbProc) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
((CompressedTexImage3DArbProc)_glCompressedTexImage3D)(target, level, internalformat, width, height, depth, border, imageSize, data);
}
else
{
notify(WARN)<<"Error: glCompressedTexImage3D not supported by OpenGL driver"<<std::endl;
}
}
void Texture2DArray::Extensions::glCompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data ) const
{
if (_glCompressedTexSubImage3D)
{
typedef void (APIENTRY * CompressedTexSubImage3DArbProc) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
((CompressedTexSubImage3DArbProc)_glCompressedTexSubImage3D)(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
}
else
{
notify(WARN)<<"Error: glCompressedTexImage2D not supported by OpenGL driver"<<std::endl;
}
}
void Texture2DArray::Extensions::glCopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ) const
{
if (_glCopyTexSubImage3D)
{
typedef void (APIENTRY * GLCopyTexSubImageProc) ( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height );
((GLCopyTexSubImageProc)_glCopyTexSubImage3D)(target, level, xoffset, yoffset, zoffset, x, y, width, height);
}
else
{
notify(WARN)<<"Error: glCopyTexSubImage3D not supported by OpenGL driver"<<std::endl;
}
}

View File

@@ -265,10 +265,14 @@ const char* Uniform::getTypename( Type t )
case FLOAT_MAT4: return "mat4";
case SAMPLER_1D: return "sampler1D";
case SAMPLER_2D: return "sampler2D";
case SAMPLER_1D_ARRAY: return "sampler1DArray";
case SAMPLER_2D_ARRAY: return "sampler2DArray";
case SAMPLER_3D: return "sampler3D";
case SAMPLER_CUBE: return "samplerCube";
case SAMPLER_1D_SHADOW: return "sampler1DShadow";
case SAMPLER_2D_SHADOW: return "sampler2DShadow";
case SAMPLER_1D_ARRAY_SHADOW: return "sampler1DArrayShadow";
case SAMPLER_2D_ARRAY_SHADOW: return "sampler2DArrayShadow";
default: return "UNDEFINED";
}
}
@@ -282,10 +286,14 @@ int Uniform::getTypeNumComponents( Type t )
case BOOL:
case SAMPLER_1D:
case SAMPLER_2D:
case SAMPLER_1D_ARRAY:
case SAMPLER_2D_ARRAY:
case SAMPLER_3D:
case SAMPLER_CUBE:
case SAMPLER_1D_SHADOW:
case SAMPLER_2D_SHADOW:
case SAMPLER_1D_ARRAY_SHADOW:
case SAMPLER_2D_ARRAY_SHADOW:
return 1;
case FLOAT_VEC2:
@@ -334,10 +342,14 @@ Uniform::Type Uniform::getTypeId( const std::string& tname )
if( tname == "mat4" ) return FLOAT_MAT4;
if( tname == "sampler1D" ) return SAMPLER_1D;
if( tname == "sampler2D" ) return SAMPLER_2D;
if( tname == "sampler1DArray" ) return SAMPLER_1D_ARRAY;
if( tname == "sampler2DArray" ) return SAMPLER_2D_ARRAY;
if( tname == "sampler3D" ) return SAMPLER_3D;
if( tname == "samplerCube" ) return SAMPLER_CUBE;
if( tname == "sampler1DShadow" ) return SAMPLER_1D_SHADOW;
if( tname == "sampler2DShadow" ) return SAMPLER_2D_SHADOW;
if( tname == "sampler1DArrayShadow" ) return SAMPLER_1D_ARRAY_SHADOW;
if( tname == "sampler2DArrayShadow" ) return SAMPLER_2D_ARRAY_SHADOW;
return UNDEFINED;
}
@@ -348,10 +360,14 @@ Uniform::Type Uniform::getGlApiType( Type t )
case BOOL:
case SAMPLER_1D:
case SAMPLER_2D:
case SAMPLER_1D_ARRAY:
case SAMPLER_2D_ARRAY:
case SAMPLER_3D:
case SAMPLER_CUBE:
case SAMPLER_1D_SHADOW:
case SAMPLER_2D_SHADOW:
case SAMPLER_1D_ARRAY_SHADOW:
case SAMPLER_2D_ARRAY_SHADOW:
return INT;
case BOOL_VEC2:
@@ -391,10 +407,14 @@ GLenum Uniform::getInternalArrayType( Type t )
case BOOL_VEC4:
case SAMPLER_1D:
case SAMPLER_2D:
case SAMPLER_1D_ARRAY:
case SAMPLER_2D_ARRAY:
case SAMPLER_3D:
case SAMPLER_CUBE:
case SAMPLER_1D_SHADOW:
case SAMPLER_2D_SHADOW:
case SAMPLER_1D_ARRAY_SHADOW:
case SAMPLER_2D_ARRAY_SHADOW:
return GL_INT;
default: