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95 lines
3.5 KiB
95 lines
3.5 KiB
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 Robert Osfield |
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* |
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* This library is open source and may be redistributed and/or modified under |
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or |
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* (at your option) any later version. The full license is in LICENSE file |
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* included with this distribution, and on the openscenegraph.org website. |
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* |
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* This library is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* OpenSceneGraph Public License for more details. |
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* |
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* Texture2DMultisample codes Copyright (C) 2010 Marcin Hajder |
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* Thanks to to my company http://www.ai.com.pl for allowing me free this work. |
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*/ |
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#ifndef OSG_TEXTURE2DMS |
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#define OSG_TEXTURE2DMS 1 |
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#include <osg/Texture> |
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namespace osg { |
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/** Texture2DMultisample state class which encapsulates OpenGL 2D multisampled texture functionality. |
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* Multisampled texture were introduced with OpenGL 3.1 and extension GL_ARB_texture_multisample. |
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* See http://www.opengl.org/registry/specs/ARB/texture_multisample.txt for more info. |
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*/ |
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class OSG_EXPORT Texture2DMultisample : public Texture |
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{ |
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public : |
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Texture2DMultisample(); |
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Texture2DMultisample(GLsizei numSamples, GLboolean fixedsamplelocations); |
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */ |
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Texture2DMultisample(const Texture2DMultisample& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY); |
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META_StateAttribute(osg, Texture2DMultisample,TEXTURE); |
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/** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */ |
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virtual int compare(const StateAttribute& rhs) const; |
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virtual GLenum getTextureTarget() const |
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{ |
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return GL_TEXTURE_2D_MULTISAMPLE; |
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} |
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/** Sets the texture width and height. If width or height are zero, |
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* calculate the respective value from the source image size. */ |
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inline void setTextureSize(int width, int height) const |
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{ |
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_textureWidth = width; |
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_textureHeight = height; |
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} |
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inline void setNumSamples( int samples ) { _numSamples = samples; } |
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// unnecessary for Texture2DMultisample |
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virtual void setImage(unsigned int /*face*/, Image* /*image*/) {} |
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virtual Image* getImage(unsigned int /*face*/) { return NULL; } |
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virtual const Image* getImage(unsigned int /*face*/) const { return NULL; } |
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virtual unsigned int getNumImages() const {return 0; } |
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virtual void allocateMipmap(State& /*state*/) const {} |
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void setTextureWidth(int width) { _textureWidth=width; } |
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void setTextureHeight(int height) { _textureHeight=height; } |
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virtual int getTextureWidth() const { return _textureWidth; } |
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virtual int getTextureHeight() const { return _textureHeight; } |
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virtual int getTextureDepth() const { return 1; } |
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/** Bind the texture object. If the texture object hasn't already been |
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* compiled, create the texture mipmap levels. */ |
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virtual void apply(State& state) const; |
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protected : |
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virtual ~Texture2DMultisample(); |
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virtual void computeInternalFormat() const; |
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/** Subloaded images can have different texture and image sizes. */ |
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mutable GLsizei _textureWidth, _textureHeight; |
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mutable GLsizei _numSamples; |
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mutable GLboolean _fixedsamplelocations; |
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}; |
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} |
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#endif
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