/usr/include/osg/TextureRectangle is in libopenscenegraph-dev 3.2.0~rc1-4.
This file is owned by root:root, with mode 0o644.
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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 | /* -*-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_TEXTURERECTANGLE
#define OSG_TEXTURERECTANGLE 1
#include <osg/Texture>
#ifndef GL_TEXTURE_RECTANGLE_NV
#define GL_TEXTURE_RECTANGLE_NV 0x84F5
#endif
#ifndef GL_TEXTURE_RECTANGLE
#define GL_TEXTURE_RECTANGLE GL_TEXTURE_RECTANGLE_NV
#endif
namespace osg {
/** Texture state class which encapsulates OpenGL texture functionality. */
class OSG_EXPORT TextureRectangle : public Texture
{
public :
TextureRectangle();
TextureRectangle(Image* image);
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
TextureRectangle(const TextureRectangle& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, TextureRectangle, 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_RECTANGLE; }
/** Set the texture image. */
void setImage(Image* image);
/** Get the texture image. */
Image* getImage() { return _image.get(); }
/** Get 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];
}
/** Set the texture image, ignoring face value as there is only one image. */
virtual void setImage(unsigned int, Image* image) { setImage(image); }
/** Get the texture image, ignoring face value as there is only one image. */
virtual Image* getImage(unsigned int) { return _image.get(); }
/** Get the const texture image, ignoring face value as there is only one image. */
virtual const Image* getImage(unsigned int) const { return _image.get(); }
/** Get the number of images that can be assigned to the Texture. */
virtual unsigned int getNumImages() const { return 1; }
/** Set the texture width and height. If width or height are zero then
* the respective size value is calculated from the source image sizes.
*/
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 SubloadCallback : public Referenced
{
public:
virtual void load(const TextureRectangle&, State&) const = 0;
virtual void subload(const TextureRectangle&, State&) const = 0;
};
void setSubloadCallback(SubloadCallback* cb) { _subloadCallback = cb;; }
SubloadCallback* getSubloadCallback() { return _subloadCallback.get(); }
const SubloadCallback* getSubloadCallback() const { return _subloadCallback.get(); }
/** 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 );
/** On first apply (unless already compiled), create and bind the
* texture, subsequent apply will simply bind to texture.
*/
virtual void apply(State& state) const;
protected :
virtual ~TextureRectangle();
virtual void computeInternalFormat() const;
void allocateMipmap(State& state) const;
void applyTexImage_load(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight) const;
void applyTexImage_subload(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight, GLint& inInternalFormat) const;
ref_ptr<Image> _image;
// subloaded images can have different texture and image sizes.
mutable GLsizei _textureWidth, _textureHeight;
ref_ptr<SubloadCallback> _subloadCallback;
typedef buffered_value<unsigned int> ImageModifiedCount;
mutable ImageModifiedCount _modifiedCount;
};
}
#endif
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