Texture2DMultismaple as name suggests provides means to directly access subsamples of rendered FBO target. (GLSL 1.5 texelFetch call). Recently I was working on deferred renderer with OSG, during that I noticed there is no support for multisampled textures (GL_ARB_texture_multisample extension). After consultations with Paul Martz and Wojtek Lewandowski I added Texture2DMultisample class and made few necessary changes around osg::FrameBufferObject, osg::Texture and osgUtil::RenderStage classes." and from follow email: "Fixed. According to ARB_texture_multisample extension specification multisample textures don't need TexParameters since they can only be fetched with texelFetch."
141 lines
4.5 KiB
C++
141 lines
4.5 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 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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* Texture2DMultisample codes Copyright (C) 2010 Marcin Hajder
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* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
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*/
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#include <osg/GLExtensions>
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#include <osg/Texture2DMultisample>
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#include <osg/State>
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#include <osg/Notify>
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using namespace osg;
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Texture2DMultisample::Texture2DMultisample():
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_textureWidth(0),
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_textureHeight(0),
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_numSamples(1),
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_fixedsamplelocations(GL_FALSE)
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{
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}
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Texture2DMultisample::Texture2DMultisample(GLsizei numSamples, GLboolean fixedsamplelocations):
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_textureWidth(0),
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_textureHeight(0),
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_numSamples(numSamples),
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_fixedsamplelocations(fixedsamplelocations)
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{
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}
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Texture2DMultisample::Texture2DMultisample(const Texture2DMultisample& text,const CopyOp& copyop):
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Texture(text,copyop),
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_textureWidth(text._textureWidth),
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_textureHeight(text._textureHeight),
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_numSamples(text._numSamples),
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_fixedsamplelocations(text._fixedsamplelocations)
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{
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}
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Texture2DMultisample::~Texture2DMultisample()
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{
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}
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int Texture2DMultisample::compare(const StateAttribute& sa) const
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{
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// check the types are equal and then create the rhs variable
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// used by the COMPARE_StateAttribute_Parameter macro's below.
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COMPARE_StateAttribute_Types(Texture2DMultisample,sa)
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int result = compareTexture(rhs);
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if (result!=0) return result;
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// compare each parameter in turn against the rhs.
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if (_textureWidth != 0 && rhs._textureWidth != 0)
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{
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COMPARE_StateAttribute_Parameter(_textureWidth)
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}
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if (_textureHeight != 0 && rhs._textureHeight != 0)
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{
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COMPARE_StateAttribute_Parameter(_textureHeight)
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}
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if (_numSamples != 0 && rhs._numSamples != 0)
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{
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COMPARE_StateAttribute_Parameter(_numSamples)
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}
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if (_fixedsamplelocations != 0 && rhs._fixedsamplelocations != 0)
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{
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COMPARE_StateAttribute_Parameter(_fixedsamplelocations)
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}
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return 0; // passed all the above comparison macro's, must be equal.
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}
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void Texture2DMultisample::apply(State& state) const
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{
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// current OpenGL context.
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const unsigned int contextID = state.getContextID();
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const Extensions* extensions = getExtensions(contextID,true);
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if (!extensions->isTextureMultisampledSupported())
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{
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OSG_INFO<<"Texture2DMultisample not supoorted."<<std::endl;
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return;
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}
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Texture::TextureObjectManager* tom = Texture::getTextureObjectManager(contextID).get();
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ElapsedTime elapsedTime(&(tom->getApplyTime()));
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tom->getNumberApplied()++;
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// get the texture object for the current contextID.
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TextureObject* textureObject = getTextureObject(contextID);
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if (textureObject)
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{
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textureObject->bind();
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}
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else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_numSamples!=0) )
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{
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_textureObjectBuffer[contextID] = textureObject =
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generateTextureObject( this,
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contextID,
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getTextureTarget(),
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1,
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_internalFormat,
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_textureWidth,
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_textureHeight,
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1,
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_borderWidth);
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textureObject->bind();
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extensions->glTexImage2DMultisample( getTextureTarget(),
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_numSamples,
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_internalFormat,
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_textureWidth,
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_textureHeight,
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_fixedsamplelocations );
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}
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else
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{
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glBindTexture( getTextureTarget(), 0 );
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}
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}
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void Texture2DMultisample::computeInternalFormat() const
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{
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computeInternalFormatType();
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}
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