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/*=========================================================================
Program: Visualization Toolkit
Module: vtkOpenGLTexture.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
// .NAME vtkOpenGLTexture - OpenGL texture map
// .SECTION Description
// vtkOpenGLTexture is a concrete implementation of the abstract class
// vtkTexture. vtkOpenGLTexture interfaces to the OpenGL rendering library.
#ifndef vtkOpenGLTexture_h
#define vtkOpenGLTexture_h
#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkTexture.h"
#include "vtkWeakPointer.h" // needed for vtkWeakPointer.
class vtkRenderWindow;
class vtkTextureObject;
class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLTexture : public vtkTexture
{
public:
static vtkOpenGLTexture *New();
vtkTypeMacro(vtkOpenGLTexture, vtkTexture);
virtual void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// Renders a texture map. It first checks the object's modified time
// to make sure the texture maps Input is valid, then it invokes the
// Load() method.
virtual void Render(vtkRenderer* ren);
// Description:
// Implement base class method.
void Load(vtkRenderer*);
// Descsription:
// Clean up after the rendering is complete.
virtual void PostRender(vtkRenderer*);
// Description:
// Release any graphics resources that are being consumed by this texture.
// The parameter window could be used to determine which graphic
// resources to release. Using the same texture object in multiple
// render windows is NOT currently supported.
void ReleaseGraphicsResources(vtkWindow*);
// Description:
// Get the openGL texture name to which this texture is bound.
vtkGetMacro(Index, long);
// Description
// copy the renderers read buffer into this texture
void CopyTexImage(int x, int y, int width, int height);
// Description
// Provide for specifying a format for the texture
vtkGetMacro(IsDepthTexture,int);
vtkSetMacro(IsDepthTexture,int);
// Description
// What type of texture map GL_TEXTURE_2D versus GL_TEXTURE_RECTANGLE
vtkGetMacro(TextureType,int);
vtkSetMacro(TextureType,int);
vtkGetObjectMacro(TextureObject, vtkTextureObject);
void SetTextureObject(vtkTextureObject *);
// Description:
// Return the texture unit used for this texture
virtual int GetTextureUnit();
// Description:
// Is this Texture Translucent?
// returns false (0) if the texture is either fully opaque or has
// only fully transparent pixels and fully opaque pixels and the
// Interpolate flag is turn off.
virtual int IsTranslucent();
protected:
vtkOpenGLTexture();
~vtkOpenGLTexture();
vtkTimeStamp LoadTime;
unsigned int Index; // actually GLuint
vtkWeakPointer<vtkRenderWindow> RenderWindow; // RenderWindow used for previous render
bool ExternalTextureObject;
vtkTextureObject *TextureObject;
int IsDepthTexture;
int TextureType;
// used when the texture exceeds the GL limit
unsigned char *ResampleToPowerOfTwo(int &xsize, int &ysize,
unsigned char *dptr, int bpp);
private:
vtkOpenGLTexture(const vtkOpenGLTexture&); // Not implemented.
void operator=(const vtkOpenGLTexture&); // Not implemented.
};
#endif
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