root/OpenSceneGraph/trunk/include/osg/Texture2DMultisample @ 13041

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1/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 Robert Osfield
2 *
3 * This library is open source and may be redistributed and/or modified under
4 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
5 * (at your option) any later version.  The full license is in LICENSE file
6 * included with this distribution, and on the openscenegraph.org website.
7 *
8 * This library is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
11 * OpenSceneGraph Public License for more details.
12 *
13 * Texture2DMultisample codes Copyright (C) 2010 Marcin Hajder
14 * Thanks to to my company http://www.ai.com.pl for allowing me free this work.
15*/
16
17#ifndef OSG_TEXTURE2DMS
18#define OSG_TEXTURE2DMS 1
19
20#include <osg/Texture>
21
22namespace osg {
23
24 /** Texture2DMultisample state class which encapsulates OpenGL 2D multisampled texture functionality.
25 * Multisampled texture were introduced with OpenGL 3.1 and extension GL_ARB_texture_multisample.
26 * See http://www.opengl.org/registry/specs/ARB/texture_multisample.txt for more info.
27 */
28
29class OSG_EXPORT Texture2DMultisample : public Texture
30{
31    public :
32
33        Texture2DMultisample();
34
35        Texture2DMultisample(GLsizei numSamples, GLboolean fixedsamplelocations);
36
37        /** Copy constructor using CopyOp to manage deep vs shallow copy. */
38        Texture2DMultisample(const Texture2DMultisample& text,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
39
40        META_StateAttribute(osg, Texture2DMultisample,TEXTURE);
41
42        /** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
43        virtual int compare(const StateAttribute& rhs) const;
44
45        virtual GLenum getTextureTarget() const
46        {
47          return GL_TEXTURE_2D_MULTISAMPLE;
48        }
49
50        /** Sets the texture width and height. If width or height are zero,
51          * calculate the respective value from the source image size. */
52        inline void setTextureSize(int width, int height) const
53        {
54            _textureWidth = width;
55            _textureHeight = height;
56        }
57
58        inline void setNumSamples( int samples ) { _numSamples = samples; }
59
60        // unnecessary for Texture2DMultisample
61        virtual void setImage(unsigned int /*face*/, Image* /*image*/) {}
62        virtual Image* getImage(unsigned int /*face*/) { return NULL; }
63        virtual const Image* getImage(unsigned int /*face*/) const { return NULL; }
64        virtual unsigned int getNumImages() const {return 0; }
65        virtual void allocateMipmap(State& /*state*/) const {}
66
67        void setTextureWidth(int width) { _textureWidth=width; }
68        void setTextureHeight(int height) { _textureHeight=height; }
69
70        virtual int getTextureWidth() const { return _textureWidth; }
71        virtual int getTextureHeight() const { return _textureHeight; }
72        virtual int getTextureDepth() const { return 1; }
73
74        /** Bind the texture object. If the texture object hasn't already been
75          * compiled, create the texture mipmap levels. */
76        virtual void apply(State& state) const;
77
78    protected :
79
80        virtual ~Texture2DMultisample();
81
82        virtual void computeInternalFormat() const;
83
84        /** Subloaded images can have different texture and image sizes. */
85        mutable GLsizei _textureWidth, _textureHeight;
86
87        mutable GLsizei _numSamples;
88
89        mutable GLboolean _fixedsamplelocations;
90
91};
92
93}
94
95#endif
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