From Sohey Yamamoto, added support for GL_TEXTURE_FILTER_CONTROL/GL_TEXTURE_LOD_BIAS.
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@@ -85,6 +85,7 @@ CXXFILES =\
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Switch.cpp\
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TexEnv.cpp\
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TexEnvCombine.cpp\
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TexEnvFilter.cpp\
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TexGen.cpp\
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TexGenNode.cpp\
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TexMat.cpp\
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38
src/osg/TexEnvFilter.cpp
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38
src/osg/TexEnvFilter.cpp
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@@ -0,0 +1,38 @@
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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/TexEnvFilter>
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using namespace osg;
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TexEnvFilter::TexEnvFilter(float lodBias) :
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_lodBias(lodBias)
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{
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}
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TexEnvFilter::~TexEnvFilter()
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{
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}
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void TexEnvFilter::apply(State&) const
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{
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// note from RO, need to adapt to do testing per graphics context.
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static float glVersion = atof( (const char *)glGetString( GL_VERSION ) );
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static bool s_isTexLodBias = glVersion>=1.4 || isGLExtensionSupported("GL_EXT_texture_lod_bias");
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if (s_isTexLodBias)
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{
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, _lodBias);
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}
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}
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@@ -7,6 +7,12 @@
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#include <osg/TextureRectangle>
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#include <osg/TextureCubeMap>
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// #define COMPILE_TEXENVFILTER_USAGE
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#if COMPILE_TEXENVFILTER_USAGE
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#include <osg/TexEnvFilter>
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#endif
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using namespace osg;
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using namespace osgGA;
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@@ -111,6 +117,21 @@ bool StateSetManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& aa)
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}
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}
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break;
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#if COMPILE_TEXENVFILTER_USAGE
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case 'm' :
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{
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osg::TexEnvFilter* texenvfilter = dynamic_cast<osg::TexEnvFilter*>(_drawState->getTextureAttribute(0,osg::StateAttribute::TEXENVFILTER));
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if (!texenvfilter)
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{
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texenvfilter = new osg::TexEnvFilter;
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_drawState->setTextureAttribute(0,texenvfilter);
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}
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// cycle through the available modes.
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texenvfilter->setLodBias(texenvfilter->getLodBias()+0.1);
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}
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break;
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#endif
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}
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}
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return false;
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