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/* -*-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 macros 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 macros, must be equal.
}
void Texture2DMultisample::apply(State& state) const
{
// current OpenGL context.
const unsigned int contextID = state.getContextID();
const GLExtensions* extensions = state.get<GLExtensions>();
if (!extensions->isTextureMultisampledSupported)
{
OSG_INFO<<"Texture2DMultisample not supported."<<std::endl;
return;
}
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject)
{
textureObject->bind();
}
else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_numSamples!=0) )
{
// no image present, but dimensions at set so lets create the texture
GLenum texStorageSizedInternalFormat = extensions->isTextureStorageEnabled && (_borderWidth==0) ? selectSizedInternalFormat() : 0;
if (texStorageSizedInternalFormat!=0)
{
textureObject = generateAndAssignTextureObject(contextID, getTextureTarget(), 1, texStorageSizedInternalFormat, _textureWidth, _textureHeight, 1, 0);
textureObject->bind();
if(!textureObject->_allocated)
{
extensions->glTexStorage2DMultisample( GL_TEXTURE_2D_MULTISAMPLE, _numSamples, texStorageSizedInternalFormat, _textureWidth, _textureHeight, _fixedsamplelocations);
}
}
else
{
textureObject = generateAndAssignTextureObject(contextID, getTextureTarget(), 1, _internalFormat, _textureWidth, _textureHeight, 1, _borderWidth);
textureObject->bind();
extensions->glTexImage2DMultisample( GL_TEXTURE_2D_MULTISAMPLE,
_numSamples,
_internalFormat,
_textureWidth,
_textureHeight,
_fixedsamplelocations );
}
textureObject->setAllocated(1, texStorageSizedInternalFormat!=0? texStorageSizedInternalFormat: _internalFormat, _textureWidth, _textureHeight, 1, _borderWidth);
}
else
{
glBindTexture( GL_TEXTURE_2D_MULTISAMPLE, 0 );
}
}
void Texture2DMultisample::computeInternalFormat() const
{
computeInternalFormatType();
}
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