/usr/include/osg/Texture2D is in libopenscenegraph-3.4-dev 3.4.0+dfsg1-4+b3.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*/
#ifndef OSG_TEXTURE2D
#define OSG_TEXTURE2D 1
#include <osg/Texture>
namespace osg {
/** Encapsulates OpenGL 2D texture functionality. Doesn't support cube maps,
* so ignore \a face parameters.
*/
class OSG_EXPORT Texture2D : public Texture
{
public :
Texture2D();
Texture2D(Image* image);
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
Texture2D(const Texture2D& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, Texture2D,TEXTURE);
/** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
virtual int compare(const StateAttribute& rhs) const;
virtual GLenum getTextureTarget() const { return GL_TEXTURE_2D; }
/** Sets the texture image. */
void setImage(Image* image);
/** Gets the texture image. */
Image* getImage() { return _image.get(); }
/** Gets the const texture image. */
inline const Image* getImage() const { return _image.get(); }
inline unsigned int& getModifiedCount(unsigned int contextID) const
{
// get the modified count for the current contextID.
return _modifiedCount[contextID];
}
/** Sets the texture image, ignoring face. */
virtual void setImage(unsigned int, Image* image) { setImage(image); }
/** Gets the texture image, ignoring face. */
virtual Image* getImage(unsigned int) { return _image.get(); }
/** Gets the const texture image, ignoring face. */
virtual const Image* getImage(unsigned int) const { return _image.get(); }
/** Gets the number of images that can be assigned to the Texture. */
virtual unsigned int getNumImages() const { return 1; }
/** Sets the texture width and height. If width or height are zero,
* calculate the respective value from the source image size. */
inline void setTextureSize(int width, int height) const
{
_textureWidth = width;
_textureHeight = height;
}
void setTextureWidth(int width) { _textureWidth=width; }
void setTextureHeight(int height) { _textureHeight=height; }
virtual int getTextureWidth() const { return _textureWidth; }
virtual int getTextureHeight() const { return _textureHeight; }
virtual int getTextureDepth() const { return 1; }
class OSG_EXPORT SubloadCallback : public Referenced
{
public:
virtual bool textureObjectValid(const Texture2D& texture, State& state) const
{
return texture.textureObjectValid(state);
}
virtual TextureObject* generateTextureObject(const Texture2D& texture, State& state) const
{
return osg::Texture::generateTextureObject(&texture, state.getContextID(), GL_TEXTURE_2D).release();
}
virtual void load(const Texture2D& texture,State& state) const = 0;
virtual void subload(const Texture2D& texture,State& state) const = 0;
};
void setSubloadCallback(SubloadCallback* cb) { _subloadCallback = cb;; }
SubloadCallback* getSubloadCallback() { return _subloadCallback.get(); }
const SubloadCallback* getSubloadCallback() const { return _subloadCallback.get(); }
/** Helper function. Sets the number of mipmap levels created for this
* texture. Should only be called within an osg::Texture::apply(), or
* during a custom OpenGL texture load. */
void setNumMipmapLevels(unsigned int num) const { _numMipmapLevels=num; }
/** Gets the number of mipmap levels created. */
unsigned int getNumMipmapLevels() const { return _numMipmapLevels; }
/** Copies pixels into a 2D texture image, as per glCopyTexImage2D.
* Creates an OpenGL texture object from the current OpenGL background
* framebuffer contents at position \a x, \a y with width \a width and
* height \a height. \a width and \a height must be a power of two. */
void copyTexImage2D(State& state, int x, int y, int width, int height );
/** Copies a two-dimensional texture subimage, as per
* glCopyTexSubImage2D. Updates a portion of an existing OpenGL
* texture object from the current OpenGL background framebuffer
* contents at position \a x, \a y with width \a width and height
* \a height. Loads framebuffer data into the texture using offsets
* \a xoffset and \a yoffset. \a width and \a height must be powers
* of two. */
void copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height );
/** Bind the texture object. If the texture object hasn't already been
* compiled, create the texture mipmap levels. */
virtual void apply(State& state) const;
protected :
virtual ~Texture2D();
virtual void computeInternalFormat() const;
void allocateMipmap(State& state) const;
/** Return true of the TextureObject assigned to the context associate with osg::State object is valid.*/
bool textureObjectValid(State& state) const;
friend class SubloadCallback;
ref_ptr<Image> _image;
/** Subloaded images can have different texture and image sizes. */
mutable GLsizei _textureWidth, _textureHeight;
/** Number of mipmap levels created. */
mutable GLsizei _numMipmapLevels;
ref_ptr<SubloadCallback> _subloadCallback;
typedef buffered_value<unsigned int> ImageModifiedCount;
mutable ImageModifiedCount _modifiedCount;
};
}
#endif
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