/usr/include/osg/Texture3D is in libopenscenegraph-3.4-dev 3.4.1+dfsg1-3.
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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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 | /* -*-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_TEXTURE3D
#define OSG_TEXTURE3D 1
#include <osg/Texture>
namespace osg {
/** Encapsulates OpenGL 3D texture functionality. Doesn't support cube maps,
* so ignore \a face parameters.
*/
class OSG_EXPORT Texture3D : public Texture
{
public :
Texture3D();
Texture3D(Image* image);
template<class T> Texture3D(const osg::ref_ptr<T>& image):
_textureWidth(0),
_textureHeight(0),
_textureDepth(0),
_numMipmapLevels(0)
{
setImage(image.get());
}
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
Texture3D(const Texture3D& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, Texture3D,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_3D; }
/** Sets the texture image. */
void setImage(Image* image);
template<class T> void setImage(const ref_ptr<T>& image) { setImage(image.get()); }
/** 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, height, and depth. If width, height, or
* depth are zero, calculate the respective value from the source
* image size. */
inline void setTextureSize(int width, int height, int depth) const
{
_textureWidth = width;
_textureHeight = height;
_textureDepth = depth;
}
/** Gets the texture subload width. */
inline void getTextureSize(int& width, int& height, int& depth) const
{
width = _textureWidth;
height = _textureHeight;
depth = _textureDepth;
}
void setTextureWidth(int width) { _textureWidth=width; }
void setTextureHeight(int height) { _textureHeight=height; }
void setTextureDepth(int depth) { _textureDepth=depth; }
virtual int getTextureWidth() const { return _textureWidth; }
virtual int getTextureHeight() const { return _textureHeight; }
virtual int getTextureDepth() const { return _textureDepth; }
class OSG_EXPORT SubloadCallback : public Referenced
{
public:
virtual void load(const Texture3D& texture,State& state) const = 0;
virtual void subload(const Texture3D& 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 a two-dimensional texture subimage, as per
* glCopyTexSubImage3D. 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, \a yoffset, and \a zoffset. \a width and \a height
* must be powers of two. */
void copyTexSubImage3D(State& state, int xoffset, int yoffset, int zoffset, 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 ~Texture3D();
void computeRequiredTextureDimensions(State& state, const osg::Image& image,GLsizei& width, GLsizei& height,GLsizei& depth, GLsizei& numMipmapLevels) const;
virtual void computeInternalFormat() const;
void allocateMipmap(State& state) const;
void applyTexImage3D(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight, GLsizei& indepth, GLsizei& numMipmapLevels) const;
/** It's not ideal that _image is mutable, but it's required since
* Image::ensureDimensionsArePowerOfTwo() can only be called in a
* valid OpenGL context, and therefore within Texture::apply, which
* is const. */
mutable ref_ptr<Image> _image;
/** Subloaded images can have different texture and image sizes. */
mutable GLsizei _textureWidth, _textureHeight, _textureDepth;
/** Number of mip map levels the texture has been created with, */
mutable GLsizei _numMipmapLevels;
ref_ptr<SubloadCallback> _subloadCallback;
typedef buffered_value<unsigned int> ImageModifiedCount;
mutable ImageModifiedCount _modifiedCount;
};
}
#endif
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