Files
OpenSceneGraph/src/osg/Texture2DMultisample.cpp
Robert Osfield 5d0b84edd0 From Marcin Hajder, "This submission contains Texture2DMultisample osg implementation.
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."
2010-04-22 17:02:22 +00:00

141 lines
4.5 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 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.
*
* Texture2DMultisample codes Copyright (C) 2010 Marcin Hajder
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#include <osg/GLExtensions>
#include <osg/Texture2DMultisample>
#include <osg/State>
#include <osg/Notify>
using namespace osg;
Texture2DMultisample::Texture2DMultisample():
_textureWidth(0),
_textureHeight(0),
_numSamples(1),
_fixedsamplelocations(GL_FALSE)
{
}
Texture2DMultisample::Texture2DMultisample(GLsizei numSamples, GLboolean fixedsamplelocations):
_textureWidth(0),
_textureHeight(0),
_numSamples(numSamples),
_fixedsamplelocations(fixedsamplelocations)
{
}
Texture2DMultisample::Texture2DMultisample(const Texture2DMultisample& text,const CopyOp& copyop):
Texture(text,copyop),
_textureWidth(text._textureWidth),
_textureHeight(text._textureHeight),
_numSamples(text._numSamples),
_fixedsamplelocations(text._fixedsamplelocations)
{
}
Texture2DMultisample::~Texture2DMultisample()
{
}
int Texture2DMultisample::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(Texture2DMultisample,sa)
int result = compareTexture(rhs);
if (result!=0) return result;
// compare each parameter in turn against the rhs.
if (_textureWidth != 0 && rhs._textureWidth != 0)
{
COMPARE_StateAttribute_Parameter(_textureWidth)
}
if (_textureHeight != 0 && rhs._textureHeight != 0)
{
COMPARE_StateAttribute_Parameter(_textureHeight)
}
if (_numSamples != 0 && rhs._numSamples != 0)
{
COMPARE_StateAttribute_Parameter(_numSamples)
}
if (_fixedsamplelocations != 0 && rhs._fixedsamplelocations != 0)
{
COMPARE_StateAttribute_Parameter(_fixedsamplelocations)
}
return 0; // passed all the above comparison macro's, must be equal.
}
void Texture2DMultisample::apply(State& state) const
{
// current OpenGL context.
const unsigned int contextID = state.getContextID();
const Extensions* extensions = getExtensions(contextID,true);
if (!extensions->isTextureMultisampledSupported())
{
OSG_INFO<<"Texture2DMultisample not supoorted."<<std::endl;
return;
}
Texture::TextureObjectManager* tom = Texture::getTextureObjectManager(contextID).get();
ElapsedTime elapsedTime(&(tom->getApplyTime()));
tom->getNumberApplied()++;
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject)
{
textureObject->bind();
}
else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_numSamples!=0) )
{
_textureObjectBuffer[contextID] = textureObject =
generateTextureObject( this,
contextID,
getTextureTarget(),
1,
_internalFormat,
_textureWidth,
_textureHeight,
1,
_borderWidth);
textureObject->bind();
extensions->glTexImage2DMultisample( getTextureTarget(),
_numSamples,
_internalFormat,
_textureWidth,
_textureHeight,
_fixedsamplelocations );
}
else
{
glBindTexture( getTextureTarget(), 0 );
}
}
void Texture2DMultisample::computeInternalFormat() const
{
computeInternalFormatType();
}