/* -*-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 #include #include #include #include #include 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_Parameter 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 parameter 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 (static_cast(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."<(_images[i].get()); if (is) ++numImageSequencesBefore; } // set image _images[layer] = image; _modifiedCount[layer].setAllElementsTo(0); // find out if we need to reset the update callback to handle the animation of ImageSequence unsigned numImageSequencesAfter = 0; for (unsigned int i=0; i(_images[i].get()); if (is) ++numImageSequencesAfter; } if (numImageSequencesBefore>0) { if (numImageSequencesAfter==0) { setUpdateCallback(0); setDataVariance(osg::Object::STATIC); } } else if (numImageSequencesAfter>0) { setUpdateCallback(new ImageSequence::UpdateCallback()); setDataVariance(osg::Object::DYNAMIC); } } 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(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]); else computeInternalFormatType(); } 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."<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 (GLsizei 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, _internalFormat, _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 // TODO: we assume _images[0] is valid, however this may not be always the case // some kind of checking for the first valid image is required (Art, may 2008) 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 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); // first we need to allocate the texture memory extensions->glTexImage3D( GL_TEXTURE_2D_ARRAY_EXT, 0, _internalFormat, _textureWidth, _textureHeight, _textureDepth, _borderWidth, _sourceFormat ? _sourceFormat : _internalFormat, _sourceType ? _sourceType : GL_UNSIGNED_BYTE, 0); // now for each layer we upload it into the memory for (GLsizei n=0; n<_textureDepth; n++) { // if image is valid then upload it to the texture memory osg::Image* image = _images[n].get(); if (image) { // now load the image data into the memory, this will also check if image do have valid properties applyTexImage2DArray_subload(state, image, _textureWidth, _textureHeight, n, _internalFormat, _numMipmapLevels); getModifiedCount(n,contextID) = image->getModifiedCount(); } } textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,_textureDepth,0); _textureObjectBuffer[contextID] = textureObject; // no idea what this for ;-) if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded()) { Texture2DArray* non_const_this = const_cast(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 ); } // if texture object is now valid and we have to allocate mipmap levels, then if (textureObject != 0 && _texMipmapGenerationDirtyList[contextID]) { generateMipmap(state); } } void Texture2DArray::applyTexImage2DArray_subload(State& state, Image* image, GLsizei inwidth, GLsizei inheight, GLsizei indepth, GLint inInternalFormat, 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."<isNonPowerOfTwoTextureSupported(_min_filter) || inwidth > extensions->max2DSize() || inheight > extensions->max2DSize()) image->ensureValidSizeForTexturing(extensions->max2DSize()); // image size or format has changed, this is not allowed, hence return if (image->s()!=inwidth || image->t()!=inheight || image->getInternalTextureFormat()!=inInternalFormat ) { notify(WARN)<<"Warning: Texture2DArray::applyTexImage2DArray_subload(..) given image do have wrong dimension or internal format."<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->glTexSubImage3D( target, 0, 0, 0, indepth, inwidth, inheight, 1, (GLenum)image->getPixelFormat(), (GLenum)image->getDataType(), image->data() ); } // if we support compression and image is compressed, then else if (extensions->isCompressedTexImage3DSupported()) { // notify(WARN)<<"glCompressedTexImage3D "<glCompressedTexSubImage3D(target, 0, 0, 0, indepth, inwidth, inheight, 1, (GLenum)image->getPixelFormat(), 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. Check texture's min/mag filters."<getNumMipmapLevels(); int width = image->s(); int height = image->t(); for( GLsizei k = 0 ; k < numMipmapLevels && (width || height ) ;k++) { if (width == 0) width = 1; if (height == 0) height = 1; extensions->glTexSubImage3D( target, k, 0, 0, indepth, width, height, 1, (GLenum)image->getPixelFormat(), (GLenum)image->getDataType(), image->getMipmapData(k)); width >>= 1; height >>= 1; } } } } 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."<bind(); // compute number of mipmap levels int width = _textureWidth; int height = _textureHeight; int numMipmapLevels = Image::computeNumberOfMipmapLevels(width, height); // we do not reallocate the level 0, since it was already allocated width >>= 1; height >>= 1; for( GLsizei k = 1; k < numMipmapLevels && (width || height); k++) { if (width == 0) width = 1; if (height == 0) height = 1; extensions->glTexImage3D( GL_TEXTURE_2D_ARRAY_EXT, k, _internalFormat, width, height, _textureDepth, _borderWidth, _sourceFormat ? _sourceFormat : _internalFormat, _sourceType ? _sourceType : GL_UNSIGNED_BYTE, NULL); width >>= 1; height >>= 1; } // inform state that this texture is the current one bound. state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this); } } typedef buffered_value< ref_ptr > 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); setGLExtensionFuncPtr(_glTexImage3D, "glTexImage3D","glTexImage3DEXT"); setGLExtensionFuncPtr(_glTexSubImage3D, "glTexSubImage3D","glTexSubImage3DEXT"); setGLExtensionFuncPtr(_glCompressedTexImage3D, "glCompressedTexImage3D","glCompressedTexImage3DARB"); setGLExtensionFuncPtr(_glCompressedTexSubImage3D, "glCompressedTexSubImage3D","glCompressedTexSubImage3DARB"); setGLExtensionFuncPtr(_glCopyTexSubImage3D, "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) { _glTexImage3D( target, level, internalFormat, width, height, depth, border, format, type, pixels); } else { notify(WARN)<<"Error: glTexImage3D not supported by OpenGL driver"<