Added a bunch of files synched with 0.8.42
This commit is contained in:
@@ -1,161 +1,72 @@
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#include "osg/Texture"
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#include "osg/Input"
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#include "osg/Output"
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#include "osg/Registry"
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#include "osg/Image"
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#include "osg/Referenced"
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#include "osg/Notify"
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#if defined(_MSC_VER)
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#pragma warning( disable : 4786 )
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#endif
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#include <osg/ref_ptr>
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#include <osg/Image>
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#include <osg/Texture>
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#include <osg/State>
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#include <osg/Notify>
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#include <osg/GLExtensions>
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#include <GL/glu.h>
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using namespace osg;
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Texture::DeletedTextureObjectCache Texture::s_deletedTextureObjectCache;
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Texture::Texture()
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{
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_handle = 0;
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_textureUnit = 0;
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_wrap_s = CLAMP;
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_wrap_t = CLAMP;
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_wrap_r = CLAMP;
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_min_filter = NEAREST_MIPMAP_LINEAR;
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_mag_filter = LINEAR;
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//_min_filter = LINEAR_MIPMAP_LINEAR; // trilinear
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//_min_filter = LINEAR_MIPMAP_NEAREST; // bilinear
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_min_filter = NEAREST_MIPMAP_LINEAR; // OpenGL default
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_mag_filter = LINEAR;
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_internalFormatMode = USE_IMAGE_DATA_FORMAT;
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_internalFormatValue = 0;
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_textureWidth = _textureHeight = 0;
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_textureObjectSize = 0;
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_subloadMode = OFF;
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_subloadOffsX = _subloadOffsY = 0;
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}
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Texture::~Texture()
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{
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if (_handle!=0) glDeleteTextures( 1, &_handle );
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}
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Texture* Texture::instance()
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{
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static ref_ptr<Texture> s_texture(new Texture);
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return s_texture.get();
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}
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bool Texture::readLocalData(Input& fr)
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{
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bool iteratorAdvanced = false;
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if (fr[0].matchWord("file") && fr[1].isString())
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{
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_image = fr.readImage(fr[1].getStr());
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fr += 2;
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iteratorAdvanced = true;
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}
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WrapMode wrap;
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if (fr[0].matchWord("wrap_s") && matchWrapStr(fr[1].getStr(),wrap))
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{
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_wrap_s = wrap;
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fr+=2;
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iteratorAdvanced = true;
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}
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if (fr[0].matchWord("wrap_t") && matchWrapStr(fr[1].getStr(),wrap))
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{
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_wrap_t = wrap;
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fr+=2;
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iteratorAdvanced = true;
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}
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if (fr[0].matchWord("wrap_r") && matchWrapStr(fr[1].getStr(),wrap))
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{
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_wrap_r = wrap;
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fr+=2;
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iteratorAdvanced = true;
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}
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FilterMode filter;
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if (fr[0].matchWord("min_filter") && matchFilterStr(fr[1].getStr(),filter))
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{
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_min_filter = filter;
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fr+=2;
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iteratorAdvanced = true;
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}
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if (fr[0].matchWord("mag_filter") && matchFilterStr(fr[1].getStr(),filter))
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{
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_mag_filter = filter;
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fr+=2;
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iteratorAdvanced = true;
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}
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return iteratorAdvanced;
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}
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bool Texture::writeLocalData(Output& fw)
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{
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if (_image.valid())
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{
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fw.indent() << "file \""<<_image->getFileName()<<"\""<<endl;
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}
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fw.indent() << "wrap_s " << getWrapStr(_wrap_s) << endl;
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fw.indent() << "wrap_t " << getWrapStr(_wrap_t) << endl;
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fw.indent() << "wrap_r " << getWrapStr(_wrap_r) << endl;
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fw.indent() << "min_filter " << getFilterStr(_min_filter) << endl;
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fw.indent() << "mag_filter " << getFilterStr(_mag_filter) << endl;
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return true;
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}
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bool Texture::matchWrapStr(const char* str,WrapMode& wrap)
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{
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if (strcmp(str,"CLAMP")==0) wrap = CLAMP;
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else if (strcmp(str,"REPEAT")==0) wrap = REPEAT;
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else return false;
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return true;
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}
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const char* Texture::getWrapStr(WrapMode wrap)
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{
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switch(wrap)
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{
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case(CLAMP): return "CLAMP";
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case(REPEAT): return "REPEAT";
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}
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return "";
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}
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bool Texture::matchFilterStr(const char* str,FilterMode& filter)
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{
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if (strcmp(str,"NEAREST")==0) filter = NEAREST;
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else if (strcmp(str,"LINEAR")==0) filter = LINEAR;
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else if (strcmp(str,"NEAREST_MIPMAP_NEAREST")==0) filter = NEAREST_MIPMAP_NEAREST;
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else if (strcmp(str,"LINEAR_MIPMAP_NEAREST")==0) filter = LINEAR_MIPMAP_NEAREST;
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else if (strcmp(str,"NEAREST_MIPMAP_LINEAR")==0) filter = NEAREST_MIPMAP_LINEAR;
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else if (strcmp(str,"LINEAR_MIPMAP_LINEAR")==0) filter = LINEAR_MIPMAP_LINEAR;
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else return false;
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return true;
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}
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const char* Texture::getFilterStr(FilterMode filter)
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{
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switch(filter)
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{
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case(NEAREST): return "NEAREST";
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case(LINEAR): return "LINEAR";
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case(NEAREST_MIPMAP_NEAREST): return "NEAREST_MIPMAP_NEAREST";
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case(LINEAR_MIPMAP_NEAREST): return "LINEAR_MIPMAP_NEAREST";
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case(NEAREST_MIPMAP_LINEAR): return "NEAREST_MIPMAP_LINEAR";
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case(LINEAR_MIPMAP_LINEAR): return "LINEAR_MIPMAP_LINEAR";
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}
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return "";
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// delete old texture objects.
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dirtyTextureObject();
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}
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void Texture::setImage(Image* image)
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{
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if (_handle!=0) glDeleteTextures( 1, &_handle );
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_handle = 0;
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_image = image;
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// delete old texture objects.
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for(TextureNameList::iterator itr=_handleList.begin();
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itr!=_handleList.end();
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++itr)
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{
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if (*itr != 0)
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{
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// contact global texture object handler to delete texture objects
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// in appropriate context.
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// glDeleteTextures( 1L, (const GLuint *)itr );
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*itr = 0;
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}
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}
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_image = image;
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}
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void Texture::setWrap(WrapParameter which, WrapMode wrap)
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void Texture::setWrap(const WrapParameter which, const WrapMode wrap)
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{
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switch( which )
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{
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@@ -166,7 +77,8 @@ void Texture::setWrap(WrapParameter which, WrapMode wrap)
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}
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}
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Texture::WrapMode Texture::getWrap(WrapParameter which) const
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const Texture::WrapMode Texture::getWrap(const WrapParameter which) const
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{
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switch( which )
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{
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@@ -178,7 +90,7 @@ Texture::WrapMode Texture::getWrap(WrapParameter which) const
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}
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void Texture::setFilter(FilterParameter which, FilterMode filter)
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void Texture::setFilter(const FilterParameter which, const FilterMode filter)
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{
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switch( which )
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{
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@@ -189,7 +101,7 @@ void Texture::setFilter(FilterParameter which, FilterMode filter)
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}
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Texture::FilterMode Texture::getFilter(FilterParameter which) const
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const Texture::FilterMode Texture::getFilter(const FilterParameter which) const
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{
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switch( which )
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{
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@@ -199,59 +111,424 @@ Texture::FilterMode Texture::getFilter(FilterParameter which) const
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}
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}
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void Texture::enable( void )
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/** Force a recompile on next apply() of associated OpenGL texture objects.*/
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void Texture::dirtyTextureObject()
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{
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glEnable( GL_TEXTURE_2D );
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}
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void Texture::disable( void )
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{
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glDisable( GL_TEXTURE_2D );
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}
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void Texture::apply( void )
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{
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if(_handle!=0)
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for(uint i=0;i<_handleList.size();++i)
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{
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glBindTexture( GL_TEXTURE_2D, _handle );
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if (_handleList[i] != 0)
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{
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Texture::deleteTextureObject(i,_handleList[i]);
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_handleList[i] = 0;
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}
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}
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else if (_image.valid())
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}
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void Texture::apply(State& state) const
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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 uint contextID = state.getContextID();
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// get the globj for the current contextID.
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uint& handle = getHandle(contextID);
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// For multi-texturing will need something like...
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// glActiveTextureARB((GLenum)(GL_TEXTURE0_ARB+_textureUnit));
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if (handle != 0)
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{
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if (_subloadMode == OFF)
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{
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glBindTexture( GL_TEXTURE_2D, handle );
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}
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else if (_image.valid() && _image->data())
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{
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// pad out the modified tag list, if required.
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while (_modifiedTag.size() <= contextID)
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_modifiedTag.push_back(0);
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if (_subloadMode == AUTO ||
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(_subloadMode == IF_DIRTY && _modifiedTag[contextID] != _image->getModifiedTag()))
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{
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glBindTexture( GL_TEXTURE_2D, handle );
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glTexSubImage2D(GL_TEXTURE_2D, 0,
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_subloadOffsX, _subloadOffsY,
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_image->s(), _image->t(),
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(GLenum) _image->pixelFormat(), (GLenum) _image->dataType(),
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_image->data());
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// update the modified flag to show that the image has been loaded.
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_modifiedTag[contextID] = _image->getModifiedTag();
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}
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}
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}
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else
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{
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glGenTextures( 1L, (GLuint *)&handle );
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glBindTexture( GL_TEXTURE_2D, handle );
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applyImmediateMode(state);
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// in theory the following line is redundent, 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_2D, handle );
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}
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}
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void Texture::compile(State& state) const
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{
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apply(state);
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}
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void Texture::applyImmediateMode(State& state) 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.valid() || !_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 uint contextID = state.getContextID();
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// pad out the modified tag list, if required.
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while (_modifiedTag.size() <= contextID)
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_modifiedTag.push_back(0);
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// update the modified tag to show that it is upto date.
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_modifiedTag[contextID] = _image->getModifiedTag();
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if (_subloadMode == OFF)
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_image->ensureDimensionsArePowerOfTwo();
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glPixelStorei(GL_UNPACK_ALIGNMENT,_image->packing());
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glPixelStorei(GL_UNPACK_ALIGNMENT,_image->packing());
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glGenTextures( 1, &_handle );
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glBindTexture( GL_TEXTURE_2D, _handle );
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if (_wrap_s == MIRROR || _wrap_t == MIRROR)
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{
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static bool s_mirroredSupported = isGLExtensionSupported("GL_IBM_texture_mirrored_repeat");
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// check for support of mirror-repeated textures
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// if not supported fall back to repeated textures
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WrapMode ws = _wrap_s, wt = _wrap_t;
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if (!s_mirroredSupported)
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{
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if (ws == MIRROR)
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ws = REPEAT;
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if (wt == MIRROR)
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wt = REPEAT;
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}
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, ws );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wt );
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}
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else
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{
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _wrap_s );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _wrap_t );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _min_filter);
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}
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _min_filter);
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if (_mag_filter == ANISOTROPIC)
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{
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// check for support for anisotropic filter,
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// note since this is static varible it is intialised
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// only on the first time entering this code block,
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// is then never reevaluated on subsequent calls.
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static bool s_anisotropicSupported =
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isGLExtensionSupported("GL_EXT_texture_filter_anisotropic");
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if (s_anisotropicSupported)
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{
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// note, GL_TEXTURE_MAX_ANISOTROPY_EXT will either be defined
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// by gl.h (or via glext.h) or by include/osg/Texture.
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.f);
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}
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else
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{
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, LINEAR);
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}
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}
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else
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{
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _mag_filter);
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}
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static bool s_ARB_Compression = isGLExtensionSupported("GL_ARB_texture_compression");
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static bool s_S3TC_Compression = isGLExtensionSupported("GL_EXT_texture_compression_s3tc");
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// select the internalFormat required for the texture.
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int internalFormat = _image->internalFormat();
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switch(_internalFormatMode)
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{
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case(USE_IMAGE_DATA_FORMAT):
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internalFormat = _image->internalFormat();
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break;
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case(USE_ARB_COMPRESSION):
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if (s_ARB_Compression)
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{
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switch(_image->pixelFormat())
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{
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case(1): internalFormat = GL_COMPRESSED_ALPHA_ARB; break;
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case(2): internalFormat = GL_COMPRESSED_LUMINANCE_ALPHA_ARB; break;
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case(3): internalFormat = GL_COMPRESSED_RGB_ARB; break;
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case(4): internalFormat = GL_COMPRESSED_RGBA_ARB; break;
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case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_ARB; break;
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case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_ARB; break;
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case(GL_ALPHA): internalFormat = GL_COMPRESSED_ALPHA_ARB; break;
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case(GL_LUMINANCE): internalFormat = GL_COMPRESSED_LUMINANCE_ARB; break;
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case(GL_LUMINANCE_ALPHA): internalFormat = GL_COMPRESSED_LUMINANCE_ALPHA_ARB; break;
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case(GL_INTENSITY): internalFormat = GL_COMPRESSED_INTENSITY_ARB; break;
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}
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}
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else internalFormat = _image->internalFormat();
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break;
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case(USE_S3TC_DXT1_COMPRESSION):
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if (s_S3TC_Compression)
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{
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switch(_image->pixelFormat())
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{
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case(3): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
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case(4): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
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case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
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case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
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default: internalFormat = _image->internalFormat(); break;
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}
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}
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else internalFormat = _image->internalFormat();
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break;
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case(USE_S3TC_DXT3_COMPRESSION):
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if (s_S3TC_Compression)
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{
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switch(_image->pixelFormat())
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{
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case(3):
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case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
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case(4):
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case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
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default: internalFormat = _image->internalFormat(); break;
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}
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}
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else internalFormat = _image->internalFormat();
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break;
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case(USE_S3TC_DXT5_COMPRESSION):
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if (s_S3TC_Compression)
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{
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switch(_image->pixelFormat())
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{
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case(3):
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case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
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case(4):
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case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
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default: internalFormat = _image->internalFormat(); break;
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}
|
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}
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else internalFormat = _image->internalFormat();
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break;
|
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case(USE_USER_DEFINED_FORMAT):
|
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internalFormat = _internalFormatValue;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
if (_subloadMode == OFF) {
|
||||
if( _min_filter == LINEAR || _min_filter == NEAREST )
|
||||
{
|
||||
glTexImage2D( GL_TEXTURE_2D, 0, internalFormat,
|
||||
_image->s(), _image->t(), 0,
|
||||
(GLenum)_image->pixelFormat(),
|
||||
(GLenum)_image->dataType(),
|
||||
_image->data() );
|
||||
|
||||
// just estimate estimate it right now..
|
||||
// note, ignores texture compression..
|
||||
_textureObjectSize = _image->s()*_image->t()*4;
|
||||
|
||||
glTexImage2D( GL_TEXTURE_2D, 0, _image->internalFormat(),
|
||||
_image->s(), _image->t(), 0,
|
||||
(GLenum)_image->pixelFormat(),
|
||||
(GLenum)_image->dataType(),
|
||||
_image->data() );
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
gluBuild2DMipmaps( GL_TEXTURE_2D, _image->internalFormat(),
|
||||
gluBuild2DMipmaps( GL_TEXTURE_2D, internalFormat,
|
||||
_image->s(),_image->t(),
|
||||
(GLenum)_image->pixelFormat(), (GLenum)_image->dataType(),
|
||||
_image->data() );
|
||||
|
||||
// just estimate size it right now..
|
||||
// crude x2 multiplier to account for minmap storage.
|
||||
// note, ignores texture compression..
|
||||
_textureObjectSize = _image->s()*_image->t()*4;
|
||||
|
||||
}
|
||||
|
||||
glBindTexture( GL_TEXTURE_2D, _handle );
|
||||
_textureWidth = _image->s();
|
||||
_textureHeight = _image->t();
|
||||
}
|
||||
else
|
||||
{
|
||||
static bool s_SGIS_GenMipmap = isGLExtensionSupported("GL_SGIS_generate_mipmap");
|
||||
|
||||
if (s_SGIS_GenMipmap && (_min_filter != LINEAR && _min_filter != NEAREST)) {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
|
||||
}
|
||||
|
||||
// calculate texture dimension
|
||||
_textureWidth = 1;
|
||||
for (; _textureWidth < (_subloadOffsX + _image->s()); _textureWidth <<= 1)
|
||||
;
|
||||
|
||||
_textureHeight = 1;
|
||||
for (; _textureHeight < (_subloadOffsY + _image->t()); _textureHeight <<= 1)
|
||||
;
|
||||
|
||||
// reserve appropriate texture memory
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat,
|
||||
_textureWidth, _textureHeight, 0,
|
||||
(GLenum) _image->pixelFormat(), (GLenum) _image->dataType(),
|
||||
NULL);
|
||||
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0,
|
||||
_subloadOffsX, _subloadOffsY,
|
||||
_image->s(), _image->t(),
|
||||
(GLenum) _image->pixelFormat(), (GLenum) _image->dataType(),
|
||||
_image->data());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/** use deleteTextureObject instead of glDeleteTextures to allow
|
||||
* OpenGL texture objects to cached until they can be deleted
|
||||
* by the OpenGL context in which they were created, specified
|
||||
* by contextID.*/
|
||||
void Texture::deleteTextureObject(uint contextID,uint handle)
|
||||
{
|
||||
if (handle!=0)
|
||||
{
|
||||
// insert the handle into the cache for the appropriate context.
|
||||
s_deletedTextureObjectCache[contextID].insert(handle);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/** flush all the cached display list which need to be deleted
|
||||
* in the OpenGL context related to contextID.*/
|
||||
void Texture::flushDeletedTextureObjects(uint contextID)
|
||||
{
|
||||
DeletedTextureObjectCache::iterator citr = s_deletedTextureObjectCache.find(contextID);
|
||||
if (citr!=s_deletedTextureObjectCache.end())
|
||||
{
|
||||
std::set<uint>& textureObjectSet = citr->second;
|
||||
for(std::set<uint>::iterator titr=textureObjectSet.begin();
|
||||
titr!=textureObjectSet.end();
|
||||
++titr)
|
||||
{
|
||||
glDeleteTextures( 1L, (const GLuint *)&(*titr ));
|
||||
}
|
||||
s_deletedTextureObjectCache.erase(citr);
|
||||
}
|
||||
}
|
||||
|
||||
void Texture::copyTexImage2D(State& state, int x, int y, int width, int height )
|
||||
{
|
||||
const uint contextID = state.getContextID();
|
||||
|
||||
// get the globj for the current contextID.
|
||||
uint& handle = getHandle(contextID);
|
||||
|
||||
if (handle)
|
||||
{
|
||||
if (width==(int)_textureWidth && height==(int)_textureHeight)
|
||||
{
|
||||
// we have a valid texture object which is the right size
|
||||
// so lets play clever and use copyTexSubImage2D instead.
|
||||
// this allows use to reuse the texture object and avoid
|
||||
// expensive memory allocations.
|
||||
copyTexSubImage2D(state,0 ,0, x, y, width, height);
|
||||
return;
|
||||
}
|
||||
// the relevent texture object is not of the right size so
|
||||
// needs to been deleted
|
||||
// remove previously bound textures.
|
||||
dirtyTextureObject();
|
||||
// note, dirtyTextureObject() dirties all the texture objects for
|
||||
// this texture, is this right? Perhaps we should dirty just the
|
||||
// one for this context. Note sure yet will leave till later.
|
||||
// RO July 2001.
|
||||
}
|
||||
|
||||
// For multi-texturing will need something like...
|
||||
// glActiveTextureARB((GLenum)(GL_TEXTURE0_ARB+_textureUnit));
|
||||
|
||||
// remove any previously assigned images as these are nolonger valid.
|
||||
_image = NULL;
|
||||
|
||||
// switch off mip-mapping.
|
||||
_min_filter = LINEAR;
|
||||
_mag_filter = LINEAR;
|
||||
|
||||
// Get a new 2d texture handle.
|
||||
glGenTextures( 1, &handle );
|
||||
|
||||
glBindTexture( GL_TEXTURE_2D, handle );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _wrap_s );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _wrap_t );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _min_filter );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _mag_filter );
|
||||
// glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, x, y, width, height, 0 );
|
||||
|
||||
|
||||
/* Redundant, delete later */
|
||||
// glBindTexture( GL_TEXTURE_2D, handle );
|
||||
|
||||
_textureWidth = width;
|
||||
_textureHeight = height;
|
||||
|
||||
// cout<<"copyTexImage2D x="<<x<<" y="<<y<<" w="<<width<<" h="<<height<<endl;
|
||||
|
||||
// inform state that this texture is the current one bound.
|
||||
state.have_applied(this);
|
||||
}
|
||||
|
||||
void Texture::copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height )
|
||||
{
|
||||
const uint contextID = state.getContextID();
|
||||
|
||||
// get the globj for the current contextID.
|
||||
uint& handle = getHandle(contextID);
|
||||
|
||||
if (handle)
|
||||
{
|
||||
// we have a valid image
|
||||
glBindTexture( GL_TEXTURE_2D, handle );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _wrap_s );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _wrap_t );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _min_filter );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _mag_filter );
|
||||
// glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, xoffset,yoffset, x, y, width, height);
|
||||
|
||||
/* Redundant, delete later */
|
||||
glBindTexture( GL_TEXTURE_2D, handle );
|
||||
|
||||
// inform state that this texture is the current one bound.
|
||||
state.have_applied(this);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// no texture object already exsits for this context so need to
|
||||
// create it upfront - simply call copyTexImage2D.
|
||||
copyTexImage2D(state,x,y,width,height);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user