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C

/*=========================================================================
Program: Visualization Toolkit
Module: vtkOpenGLTexture.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkOpenGLTexture
* @brief OpenGL texture map
*
* vtkOpenGLTexture is a concrete implementation of the abstract class
* vtkTexture. vtkOpenGLTexture interfaces to the OpenGL rendering library.
*/
#ifndef vtkOpenGLTexture_h
#define vtkOpenGLTexture_h
#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkTexture.h"
#include "vtkWeakPointer.h" // needed for vtkWeakPointer.
class vtkRenderWindow;
class vtkTextureObject;
class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLTexture : public vtkTexture
{
public:
static vtkOpenGLTexture* New();
vtkTypeMacro(vtkOpenGLTexture, vtkTexture);
void PrintSelf(ostream& os, vtkIndent indent) override;
/**
* Renders a texture map. It first checks the object's modified time
* to make sure the texture maps Input is valid, then it invokes the
* Load() method.
*/
void Render(vtkRenderer* ren) override;
/**
* Implement base class method.
*/
void Load(vtkRenderer*) override;
// Descsription:
// Clean up after the rendering is complete.
void PostRender(vtkRenderer*) override;
/**
* Release any graphics resources that are being consumed by this texture.
* The parameter window could be used to determine which graphic
* resources to release. Using the same texture object in multiple
* render windows is NOT currently supported.
*/
void ReleaseGraphicsResources(vtkWindow*) override;
/**
* copy the renderers read buffer into this texture
*/
void CopyTexImage(int x, int y, int width, int height);
//@{
/**
* Provide for specifying a format for the texture
*/
vtkGetMacro(IsDepthTexture, int);
vtkSetMacro(IsDepthTexture, int);
//@}
//@{
/**
* What type of texture map GL_TEXTURE_2D versus GL_TEXTURE_RECTANGLE
*/
vtkGetMacro(TextureType, int);
vtkSetMacro(TextureType, int);
//@}
vtkGetObjectMacro(TextureObject, vtkTextureObject);
void SetTextureObject(vtkTextureObject*);
/**
* Return the texture unit used for this texture
*/
int GetTextureUnit() override;
/**
* Is this Texture Translucent?
* returns false (0) if the texture is either fully opaque or has
* only fully transparent pixels and fully opaque pixels and the
* Interpolate flag is turn off.
*/
int IsTranslucent() override;
protected:
vtkOpenGLTexture();
~vtkOpenGLTexture() override;
vtkTimeStamp LoadTime;
vtkWeakPointer<vtkRenderWindow> RenderWindow; // RenderWindow used for previous render
bool ExternalTextureObject;
vtkTextureObject* TextureObject;
int IsDepthTexture;
int TextureType;
int PrevBlendParams[4];
// used when the texture exceeds the GL limit
unsigned char* ResampleToPowerOfTwo(
int& xsize, int& ysize, unsigned char* dptr, int bpp, int maxTexSize);
private:
vtkOpenGLTexture(const vtkOpenGLTexture&) = delete;
void operator=(const vtkOpenGLTexture&) = delete;
};
#endif