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OpenSceneGraph/src/osg/Sampler.cpp
OpenSceneGraph git repository f5108459be Fixed indentation and spacing issues
2018-01-05 09:41:32 +00:00

258 lines
9.3 KiB
C++

/* -*-c++-*-
* Copyright (C) 2017 Julien Valentin <mp3butcher@hotmail.com>
*
* 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 <osg/Sampler>
#include <osg/Texture3D>
#ifndef GL_TEXTURE_MIN_LOD
#define GL_TEXTURE_MIN_LOD 0x813A
#endif
#ifndef GL_TEXTURE_MAX_LOD
#define GL_TEXTURE_MAX_LOD 0x813B
#endif
#ifndef GL_TEXTURE_WRAP_R
#define GL_TEXTURE_WRAP_R 0x2804
#endif
using namespace osg;
Sampler::Sampler(): StateAttribute(),
_wrap_s(Texture::CLAMP),
_wrap_t(Texture::CLAMP),
_wrap_r(Texture::CLAMP),
_shadow_compare_func(Texture::LEQUAL),
_shadow_texture_mode(Texture::NONE),
_min_filter(Texture::LINEAR_MIPMAP_LINEAR), // trilinear
_mag_filter(Texture::LINEAR),
_maxAnisotropy(1.0f),
_minlod(0.0f),
_maxlod(-1.0f),
_lodbias(0.0f)
{
_PCdirtyflags.setAllElementsTo(true);
_PCsampler.setAllElementsTo(0);
}
Sampler::Sampler(const Sampler& sampler,const CopyOp &copyop ):StateAttribute(sampler,copyop),
_wrap_s(sampler._wrap_s),
_wrap_t(sampler._wrap_t),
_wrap_r(sampler._wrap_r),
_shadow_compare_func(sampler._shadow_compare_func),
_shadow_texture_mode(sampler._shadow_texture_mode),
_min_filter(sampler._min_filter),
_mag_filter(sampler._mag_filter),
_maxAnisotropy(sampler._maxAnisotropy),
_minlod(sampler._minlod),
_maxlod(sampler._maxlod),
_lodbias(sampler._lodbias)
{
_PCdirtyflags.setAllElementsTo(true);
_PCsampler.setAllElementsTo(0);
}
void Sampler::setWrap(Texture::WrapParameter which, Texture::WrapMode wrap)
{
switch( which )
{
case Texture::WRAP_S : _wrap_s = wrap; _PCdirtyflags.setAllElementsTo(true); break;
case Texture::WRAP_T : _wrap_t = wrap; _PCdirtyflags.setAllElementsTo(true); break;
case Texture::WRAP_R : _wrap_r = wrap; _PCdirtyflags.setAllElementsTo(true); break;
default : OSG_WARN<<"Error: invalid 'which' passed Sampler::setWrap("<<(unsigned int)which<<","<<(unsigned int)wrap<<")"<<std::endl; break;
}
}
Texture::WrapMode Sampler::getWrap(Texture::WrapParameter which) const
{
switch( which )
{
case Texture::WRAP_S : return _wrap_s;
case Texture::WRAP_T : return _wrap_t;
case Texture::WRAP_R : return _wrap_r;
default : OSG_WARN<<"Error: invalid 'which' passed Sampler::getWrap(which)"<<std::endl; return _wrap_s;
}
}
void Sampler::setFilter(Texture::FilterParameter which, Texture::FilterMode filter)
{
switch( which )
{
case Texture::MIN_FILTER : _min_filter = filter; _PCdirtyflags.setAllElementsTo(true); break;
case Texture::MAG_FILTER : _mag_filter = filter; _PCdirtyflags.setAllElementsTo(true); break;
default : OSG_WARN<<"Error: invalid 'which' passed Sampler::setFilter("<<(unsigned int)which<<","<<(unsigned int)filter<<")"<<std::endl; break;
}
}
Texture::FilterMode Sampler::getFilter(Texture::FilterParameter which) const
{
switch( which )
{
case Texture::MIN_FILTER : return _min_filter;
case Texture::MAG_FILTER : return _mag_filter;
default : OSG_WARN<<"Error: invalid 'which' passed Sampler::getFilter(which)"<< std::endl; return _min_filter;
}
}
void Sampler::setMaxAnisotropy(float anis)
{
if (_maxAnisotropy!=anis)
{
_maxAnisotropy = anis;
_PCdirtyflags.setAllElementsTo(true);
}
}
void Sampler::setMinLOD(float func) { _minlod = func; _PCdirtyflags.setAllElementsTo(true); }
void Sampler::setMaxLOD(float func) { _maxlod = func; _PCdirtyflags.setAllElementsTo(true); }
void Sampler::setLODBias(float func) { _lodbias = func; _PCdirtyflags.setAllElementsTo(true); }
/** getOrCreate Sampler Object and setup embedded Texture Parameters */
void Sampler::setShadowCompareFunc(Texture::ShadowCompareFunc func) { _shadow_compare_func = func; _PCdirtyflags.setAllElementsTo(true);}
/** Sets shadow texture mode after comparison. */
void Sampler::setShadowTextureMode(Texture::ShadowTextureMode mode) { _shadow_texture_mode = mode; _PCdirtyflags.setAllElementsTo(true);}
void Sampler::setBorderColor(const Vec4d& color) { _borderColor = color; _PCdirtyflags.setAllElementsTo(true); }
void Sampler::compileGLObjects(State& state) const
{
unsigned int contextID = state.getContextID();
if(_PCdirtyflags[contextID])
{
const GLExtensions* extensions = state.get<GLExtensions>();
GLuint samplerobject = _PCsampler[contextID];
if(samplerobject==0)
{
extensions->glGenSamplers(1,&_PCsampler[contextID]);
samplerobject = _PCsampler[contextID];
}
Texture::WrapMode ws = _wrap_s, wt = _wrap_t, wr = _wrap_r;
// GL_IBM_texture_mirrored_repeat, fall-back REPEAT
if (!extensions->isTextureMirroredRepeatSupported)
{
if (ws == Texture::MIRROR)
ws = Texture::REPEAT;
if (wt == Texture::MIRROR)
wt = Texture::REPEAT;
if (wr == Texture::MIRROR)
wr = Texture::REPEAT;
}
// GL_EXT_texture_edge_clamp, fall-back CLAMP
if (!extensions->isTextureEdgeClampSupported)
{
if (ws == Texture::CLAMP_TO_EDGE)
ws = Texture::CLAMP;
if (wt == Texture::CLAMP_TO_EDGE)
wt = Texture::CLAMP;
if (wr == Texture::CLAMP_TO_EDGE)
wr = Texture::CLAMP;
}
if(!extensions->isTextureBorderClampSupported)
{
if(ws == Texture::CLAMP_TO_BORDER)
ws = Texture::CLAMP;
if(wt == Texture::CLAMP_TO_BORDER)
wt = Texture::CLAMP;
if(wr == Texture::CLAMP_TO_BORDER)
wr = Texture::CLAMP;
}
#if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE) || defined(OSG_GL3_AVAILABLE)
if (ws == Texture::CLAMP) ws = Texture::CLAMP_TO_EDGE;
if (wt == Texture::CLAMP) wt = Texture::CLAMP_TO_EDGE;
if (wr == Texture::CLAMP) wr = Texture::CLAMP_TO_EDGE;
#endif
extensions->glSamplerParameteri( samplerobject, GL_TEXTURE_WRAP_S, ws );
extensions->glSamplerParameteri( samplerobject, GL_TEXTURE_WRAP_T, wt );
extensions->glSamplerParameteri( samplerobject, GL_TEXTURE_WRAP_R, wr );
extensions->glSamplerParameteri( samplerobject, GL_TEXTURE_MIN_FILTER, _min_filter);
extensions->glSamplerParameteri( samplerobject, GL_TEXTURE_MAG_FILTER, _mag_filter);
if (extensions->isTextureBorderClampSupported)
{
#ifndef GL_TEXTURE_BORDER_COLOR
#define GL_TEXTURE_BORDER_COLOR 0x1004
#endif
GLfloat color[4] = {(GLfloat)_borderColor.r(), (GLfloat)_borderColor.g(), (GLfloat)_borderColor.b(), (GLfloat)_borderColor.a()};
extensions->glSamplerParameterfv(samplerobject, GL_TEXTURE_BORDER_COLOR, color);
}
extensions->glSamplerParameteri(samplerobject, GL_TEXTURE_COMPARE_MODE, _shadow_texture_mode);
extensions->glSamplerParameteri(samplerobject, GL_TEXTURE_COMPARE_FUNC, _shadow_compare_func);
if (extensions->isTextureFilterAnisotropicSupported)
{
// note, GL_TEXTURE_MAX_ANISOTROPY_EXT will either be defined
// by gl.h (or via glext.h) or by include/osg/Texture.
extensions->glSamplerParameterf(samplerobject, GL_TEXTURE_MAX_ANISOTROPY_EXT, _maxAnisotropy);
}
if(_maxlod - _minlod > 0)
{ // if range is valid
extensions->glSamplerParameterf(samplerobject, GL_TEXTURE_MIN_LOD, _minlod);
extensions->glSamplerParameterf(samplerobject, GL_TEXTURE_MAX_LOD, _maxlod);
}
extensions->glSamplerParameterf(samplerobject, GL_TEXTURE_LOD_BIAS, _lodbias);
_PCdirtyflags[contextID]=false;
}
}
/** bind SamplerObject **/
void Sampler::apply(State&state) const
{
unsigned int contextID = state.getContextID();
if( _PCdirtyflags[contextID] )
compileGLObjects(state);
state.get<GLExtensions>()->glBindSampler( state.getActiveTextureUnit(), _PCsampler[contextID] );
}
void Sampler::releaseGLObjects(State* state) const
{
if(state)
{
unsigned int contextID=state->getContextID();
state->get<GLExtensions>()->glDeleteSamplers(1,&_PCsampler[contextID]);
}
}
int Sampler::compare(const StateAttribute& sa) const
{
COMPARE_StateAttribute_Types(Sampler,sa)
COMPARE_StateAttribute_Parameter(_wrap_t)
COMPARE_StateAttribute_Parameter(_wrap_r)
COMPARE_StateAttribute_Parameter(_min_filter)
COMPARE_StateAttribute_Parameter(_mag_filter)
COMPARE_StateAttribute_Parameter(_shadow_compare_func)
COMPARE_StateAttribute_Parameter(_shadow_texture_mode)
COMPARE_StateAttribute_Parameter(_maxAnisotropy)
COMPARE_StateAttribute_Parameter(_minlod)
COMPARE_StateAttribute_Parameter(_maxlod)
COMPARE_StateAttribute_Parameter(_lodbias)
return 0; // passed all the above comparison macros, must be equal.
}