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/*=========================================================================
Program: Visualization Toolkit
Module: vtkTextureObject.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 vtkTextureObject
* @brief abstracts an OpenGL texture object.
*
* vtkTextureObject represents an OpenGL texture object. It provides API to
* create textures using data already loaded into pixel buffer objects. It can
* also be used to create textures without uploading any data.
*/
#ifndef vtkTextureObject_h
#define vtkTextureObject_h
#include "vtkObject.h"
#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkWeakPointer.h" // for render context
class vtkOpenGLBufferObject;
class vtkOpenGLHelper;
class vtkOpenGLRenderWindow;
class vtkOpenGLVertexArrayObject;
class vtkPixelBufferObject;
class vtkShaderProgram;
class vtkWindow;
class vtkGenericOpenGLResourceFreeCallback;
class VTKRENDERINGOPENGL2_EXPORT vtkTextureObject : public vtkObject
{
public:
// DepthTextureCompareFunction values.
enum
{
Lequal = 0, // r=R<=Dt ? 1.0 : 0.0
Gequal, // r=R>=Dt ? 1.0 : 0.0
Less, // r=R<D_t ? 1.0 : 0.0
Greater, // r=R>Dt ? 1.0 : 0.0
Equal, // r=R==Dt ? 1.0 : 0.0
NotEqual, // r=R!=Dt ? 1.0 : 0.0
AlwaysTrue, // r=1.0 // WARNING "Always" is macro defined in X11/X.h...
Never, // r=0.0
NumberOfDepthTextureCompareFunctions
};
// ClampToBorder is not supported in ES 2.0
// Wrap values.
#ifndef GL_ES_VERSION_3_0
enum { ClampToEdge = 0, Repeat, MirroredRepeat, ClampToBorder, NumberOfWrapModes };
#else
enum
{
ClampToEdge = 0,
Repeat,
MirroredRepeat,
NumberOfWrapModes
};
#endif
// MinificationFilter values.
enum
{
Nearest = 0,
Linear,
NearestMipmapNearest,
NearestMipmapLinear,
LinearMipmapNearest,
LinearMipmapLinear,
NumberOfMinificationModes
};
// depth/color format
enum
{
Native = 0, // will try to match with the depth buffer format.
Fixed8,
Fixed16,
Fixed24,
Fixed32,
Float16,
Float32,
NumberOfDepthFormats
};
static vtkTextureObject* New();
vtkTypeMacro(vtkTextureObject, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent) override;
//@{
/**
* Get/Set the context. This does not increase the reference count of the
* context to avoid reference loops.
* {
* this->TextureObject = vtkTextureObject::New();
* }SetContext() may raise an error is the OpenGL context does not support the
* required OpenGL extensions.
*/
void SetContext(vtkOpenGLRenderWindow*);
vtkOpenGLRenderWindow* GetContext();
//@}
//@{
/**
* Get the texture dimensions.
* These are the properties of the OpenGL texture this instance represents.
*/
vtkGetMacro(Width, unsigned int);
vtkGetMacro(Height, unsigned int);
vtkGetMacro(Depth, unsigned int);
vtkGetMacro(Samples, unsigned int);
vtkGetMacro(Components, int);
unsigned int GetTuples() { return this->Width * this->Height * this->Depth; }
//@}
vtkGetMacro(NumberOfDimensions, int);
// for MSAA textures set the number of samples
vtkSetMacro(Samples, unsigned int);
//@{
/**
* Returns OpenGL texture target to which the texture is/can be bound.
*/
vtkGetMacro(Target, unsigned int);
//@}
//@{
/**
* Returns the OpenGL handle.
*/
vtkGetMacro(Handle, unsigned int);
//@}
/**
* Return the texture unit used for this texture
*/
int GetTextureUnit();
//@{
/**
* Bind the texture, must have been created using Create().
* A side affect is that tex parameters are sent.
* RenderWindow must be set before calling this.
*/
void Bind();
//@}
/**
* Activate and Bind the texture
*/
virtual void Activate();
/**
* Deactivate and UnBind the texture
*/
void Deactivate();
/**
* Deactivate and UnBind the texture
*/
virtual void ReleaseGraphicsResources(vtkWindow* win);
/**
* Tells if the texture object is bound to the active texture image unit.
* (a texture object can be bound to multiple texture image unit).
*/
bool IsBound();
/**
* Send all the texture object parameters to the hardware if not done yet.
* Parameters are automatically sent as a side affect of Bind. Disable
* this by setting AutoParameters 0.
* \pre is_bound: IsBound()
*/
void SendParameters();
//@{
/**
* Get/Set AutoParameters flag.
* When enabled, SendParameters method is called automatically when the texture is bound.
*/
vtkSetMacro(AutoParameters, int);
vtkGetMacro(AutoParameters, int);
vtkBooleanMacro(AutoParameters, int);
//@}
/**
* Create a 2D texture from client memory
* numComps must be in [1-4].
*/
bool Create2DFromRaw(
unsigned int width, unsigned int height, int numComps, int dataType, void* data);
/**
* Create a 2D depth texture using a raw pointer.
* This is a blocking call. If you can, use PBO instead.
* raw can be null in order to allocate texture without initialization.
*/
bool CreateDepthFromRaw(
unsigned int width, unsigned int height, int internalFormat, int rawType, void* raw);
/**
* Create a texture buffer basically a 1D texture that can be
* very large for passing data into the fragment shader
*/
bool CreateTextureBuffer(
unsigned int numValues, int numComps, int dataType, vtkOpenGLBufferObject* bo);
/**
* Create a cube texture from 6 buffers from client memory.
* Image data must be provided in the following order: +X -X +Y -Y +Z -Z.
* numComps must be in [1-4].
*/
bool CreateCubeFromRaw(
unsigned int width, unsigned int height, int numComps, int dataType, void* data[6]);
// 1D textures are not supported in ES 2.0 or 3.0
#ifndef GL_ES_VERSION_3_0
/**
* Create a 1D texture using the PBO.
* Eventually we may start supporting creating a texture from subset of data
* in the PBO, but for simplicity we'll begin with entire PBO data.
* numComps must be in [1-4].
* shaderSupportsTextureInt is true if the shader has an alternate
* implementation supporting sampler with integer values.
* Even if the card supports texture int, it does not mean that
* the implementor of the shader made a version that supports texture int.
*/
bool Create1D(int numComps, vtkPixelBufferObject* pbo, bool shaderSupportsTextureInt);
/**
* Create 1D texture from client memory
*/
bool Create1DFromRaw(unsigned int width, int numComps, int dataType, void* data);
#endif
/**
* Create a 2D texture using the PBO.
* Eventually we may start supporting creating a texture from subset of data
* in the PBO, but for simplicity we'll begin with entire PBO data.
* numComps must be in [1-4].
*/
bool Create2D(unsigned int width, unsigned int height, int numComps, vtkPixelBufferObject* pbo,
bool shaderSupportsTextureInt);
/**
* Create a 3D texture using the PBO.
* Eventually we may start supporting creating a texture from subset of data
* in the PBO, but for simplicity we'll begin with entire PBO data.
* numComps must be in [1-4].
*/
bool Create3D(unsigned int width, unsigned int height, unsigned int depth, int numComps,
vtkPixelBufferObject* pbo, bool shaderSupportsTextureInt);
/**
* Create a 3D texture from client memory
* numComps must be in [1-4].
*/
bool Create3DFromRaw(unsigned int width, unsigned int height, unsigned int depth, int numComps,
int dataType, void* data);
/**
* Create a 3D texture using the GL_PROXY_TEXTURE_3D target. This serves
* as a pre-allocation step which assists in verifying that the size
* of the texture to be created is supported by the implementation and that
* there is sufficient texture memory available for it.
*/
bool AllocateProxyTexture3D(unsigned int const width, unsigned int const height,
unsigned int const depth, int const numComps, int const dataType);
/**
* This is used to download raw data from the texture into a pixel buffer. The
* pixel buffer API can then be used to download the pixel buffer data to CPU
* arrays. The caller takes on the responsibility of deleting the returns
* vtkPixelBufferObject once it done with it.
*/
vtkPixelBufferObject* Download();
vtkPixelBufferObject* Download(unsigned int target, unsigned int level);
/**
* Create a 2D depth texture using a PBO.
* \pre: valid_internalFormat: internalFormat>=0 && internalFormat<NumberOfDepthFormats
*/
bool CreateDepth(
unsigned int width, unsigned int height, int internalFormat, vtkPixelBufferObject* pbo);
/**
* Create a 2D depth texture but does not initialize its values.
*/
bool AllocateDepth(unsigned int width, unsigned int height, int internalFormat);
/**
* Create a 2D septh stencil texture but does not initialize its values.
*/
bool AllocateDepthStencil(unsigned int width, unsigned int height);
/**
* Create a 1D color texture but does not initialize its values.
* Internal format is deduced from numComps and vtkType.
*/
bool Allocate1D(unsigned int width, int numComps, int vtkType);
/**
* Create a 2D color texture but does not initialize its values.
* Internal format is deduced from numComps and vtkType.
*/
bool Allocate2D(
unsigned int width, unsigned int height, int numComps, int vtkType, int level = 0);
/**
* Create a 3D color texture but does not initialize its values.
* Internal format is deduced from numComps and vtkType.
*/
bool Allocate3D(
unsigned int width, unsigned int height, unsigned int depth, int numComps, int vtkType);
//@{
/**
* Create texture without uploading any data.
*/
bool Create2D(unsigned int width, unsigned int height, int numComps, int vtktype, bool)
{
return this->Allocate2D(width, height, numComps, vtktype);
}
bool Create3D(
unsigned int width, unsigned int height, unsigned int depth, int numComps, int vtktype, bool)
{
return this->Allocate3D(width, height, depth, numComps, vtktype);
}
//@}
/**
* Get the data type for the texture as a vtk type int i.e. VTK_INT etc.
*/
int GetVTKDataType();
//@{
/**
* Get the data type for the texture as GLenum type.
*/
int GetDataType(int vtk_scalar_type);
void SetDataType(unsigned int glType);
int GetDefaultDataType(int vtk_scalar_type);
//@}
//@{
/**
* Get/Set internal format (OpenGL internal format) that should
* be used.
* (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml)
*/
unsigned int GetInternalFormat(int vtktype, int numComps, bool shaderSupportsTextureInt);
void SetInternalFormat(unsigned int glInternalFormat);
unsigned int GetDefaultInternalFormat(int vtktype, int numComps, bool shaderSupportsTextureInt);
//@}
//@{
/**
* Get/Set format (OpenGL internal format) that should
* be used.
* (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml)
*/
unsigned int GetFormat(int vtktype, int numComps, bool shaderSupportsTextureInt);
void SetFormat(unsigned int glFormat);
unsigned int GetDefaultFormat(int vtktype, int numComps, bool shaderSupportsTextureInt);
//@}
/**
* Reset format, internal format, and type of the texture.
* This method is useful when a texture is reused in a
* context same as the previous render call. In such
* cases, texture destruction does not happen and therefore
* previous set values are used.
*/
void ResetFormatAndType();
unsigned int GetMinificationFilterMode(int vtktype);
unsigned int GetMagnificationFilterMode(int vtktype);
unsigned int GetWrapSMode(int vtktype);
unsigned int GetWrapTMode(int vtktype);
unsigned int GetWrapRMode(int vtktype);
//@{
/**
* Optional, require support for floating point depth buffer
* formats. If supported extensions will be loaded, however
* loading will fail if the extension is required but not
* available.
*/
vtkSetMacro(RequireDepthBufferFloat, bool);
vtkGetMacro(RequireDepthBufferFloat, bool);
vtkGetMacro(SupportsDepthBufferFloat, bool);
//@}
//@{
/**
* Optional, require support for floating point texture
* formats. If supported extensions will be loaded, however
* loading will fail if the extension is required but not
* available.
*/
vtkSetMacro(RequireTextureFloat, bool);
vtkGetMacro(RequireTextureFloat, bool);
vtkGetMacro(SupportsTextureFloat, bool);
//@}
//@{
/**
* Optional, require support for integer texture
* formats. If supported extensions will be loaded, however
* loading will fail if the extension is required but not
* available.
*/
vtkSetMacro(RequireTextureInteger, bool);
vtkGetMacro(RequireTextureInteger, bool);
vtkGetMacro(SupportsTextureInteger, bool);
//@}
//@{
/**
* Wrap mode for the first texture coordinate "s"
* Valid values are:
* - Clamp
* - ClampToEdge
* - Repeat
* - ClampToBorder
* - MirroredRepeat
* Initial value is Repeat (as in OpenGL spec)
*/
vtkGetMacro(WrapS, int);
vtkSetMacro(WrapS, int);
//@}
//@{
/**
* Wrap mode for the first texture coordinate "t"
* Valid values are:
* - Clamp
* - ClampToEdge
* - Repeat
* - ClampToBorder
* - MirroredRepeat
* Initial value is Repeat (as in OpenGL spec)
*/
vtkGetMacro(WrapT, int);
vtkSetMacro(WrapT, int);
//@}
//@{
/**
* Wrap mode for the first texture coordinate "r"
* Valid values are:
* - Clamp
* - ClampToEdge
* - Repeat
* - ClampToBorder
* - MirroredRepeat
* Initial value is Repeat (as in OpenGL spec)
*/
vtkGetMacro(WrapR, int);
vtkSetMacro(WrapR, int);
//@}
//@{
/**
* Minification filter mode.
* Valid values are:
* - Nearest
* - Linear
* - NearestMipmapNearest
* - NearestMipmapLinear
* - LinearMipmapNearest
* - LinearMipmapLinear
* Initial value is Nearest (note initial value in OpenGL spec
* is NearestMipMapLinear but this is error-prone because it makes the
* texture object incomplete. ).
*/
vtkGetMacro(MinificationFilter, int);
vtkSetMacro(MinificationFilter, int);
//@}
//@{
/**
* Magnification filter mode.
* Valid values are:
* - Nearest
* - Linear
* Initial value is Nearest
*/
vtkGetMacro(MagnificationFilter, int);
vtkSetMacro(MagnificationFilter, int);
//@}
/**
* Tells if the magnification mode is linear (true) or nearest (false).
* Initial value is false (initial value in OpenGL spec is true).
*/
void SetLinearMagnification(bool val) { this->SetMagnificationFilter(val ? Linear : Nearest); }
bool GetLinearMagnification() { return this->MagnificationFilter == Linear; }
//@{
/**
* Border Color (RGBA). The values can be any valid float value,
* if the gpu supports it. Initial value is (0.0f, 0.0f, 0.0f, 0.0f),
* as in the OpenGL spec.
*/
vtkSetVector4Macro(BorderColor, float);
vtkGetVector4Macro(BorderColor, float);
//@}
//@{
/**
* Lower-clamp the computed LOD against this value. Any float value is valid.
* Initial value is -1000.0f, as in OpenGL spec.
*/
vtkSetMacro(MinLOD, float);
vtkGetMacro(MinLOD, float);
//@}
//@{
/**
* Upper-clamp the computed LOD against this value. Any float value is valid.
* Initial value is 1000.0f, as in OpenGL spec.
*/
vtkSetMacro(MaxLOD, float);
vtkGetMacro(MaxLOD, float);
//@}
//@{
/**
* Level of detail of the first texture image. A texture object is a list of
* texture images. It is a non-negative integer value.
* Initial value is 0, as in OpenGL spec.
*/
vtkSetMacro(BaseLevel, int);
vtkGetMacro(BaseLevel, int);
//@}
//@{
/**
* Level of detail of the first texture image. A texture object is a list of
* texture images. It is a non-negative integer value.
* Initial value is 1000, as in OpenGL spec.
*/
vtkSetMacro(MaxLevel, int);
vtkGetMacro(MaxLevel, int);
//@}
//@{
/**
* Tells if the output of a texture unit with a depth texture uses
* comparison or not.
* Comparison happens between D_t the depth texture value in the range [0,1]
* and with R the interpolated third texture coordinate clamped to range
* [0,1]. The result of the comparison is noted `r'. If this flag is false,
* r=D_t.
* Initial value is false, as in OpenGL spec.
* Ignored if the texture object is not a depth texture.
*/
vtkGetMacro(DepthTextureCompare, bool);
vtkSetMacro(DepthTextureCompare, bool);
//@}
//@{
/**
* In case DepthTextureCompare is true, specify the comparison function in
* use. The result of the comparison is noted `r'.
* Valid values are:
* - Value
* - Lequal: r=R<=Dt ? 1.0 : 0.0
* - Gequal: r=R>=Dt ? 1.0 : 0.0
* - Less: r=R<D_t ? 1.0 : 0.0
* - Greater: r=R>Dt ? 1.0 : 0.0
* - Equal: r=R==Dt ? 1.0 : 0.0
* - NotEqual: r=R!=Dt ? 1.0 : 0.0
* - AlwaysTrue: r=1.0
* - Never: r=0.0
* If the magnification of minification factor are not nearest, percentage
* closer filtering (PCF) is used: R is compared to several D_t and r is
* the average of the comparisons (it is NOT the average of D_t compared
* once to R).
* Initial value is Lequal, as in OpenGL spec.
* Ignored if the texture object is not a depth texture.
*/
vtkGetMacro(DepthTextureCompareFunction, int);
vtkSetMacro(DepthTextureCompareFunction, int);
//@}
//@{
/**
* Tells the hardware to generate mipmap textures from the first texture
* image at BaseLevel.
* Initial value is false, as in OpenGL spec.
*/
vtkGetMacro(GenerateMipmap, bool);
vtkSetMacro(GenerateMipmap, bool);
//@}
//@{
/**
* Set/Get the maximum anisotropic filtering to use. 1.0 means use no
* anisotropic filtering. The default value is 1.0 and a high value would
* be 16. This might not be supported on all machines.
*/
vtkSetMacro(MaximumAnisotropicFiltering, float);
vtkGetMacro(MaximumAnisotropicFiltering, float);
//@}
//@{
/**
* Query and return maximum texture size (dimension) supported by the
* OpenGL driver for a particular context. It should be noted that this
* size does not consider the internal format of the texture and therefore
* there is no guarantee that a texture of this size will be allocated by
* the driver. Also, the method does not make the context current so
* if the passed context is not valid or current, a value of -1 will
* be returned.
*/
static int GetMaximumTextureSize(vtkOpenGLRenderWindow* context);
static int GetMaximumTextureSize3D(vtkOpenGLRenderWindow* context);
/**
* Overload which uses the internal context to query the maximum 3D
* texture size. Will make the internal context current, returns -1 if
* anything fails.
*/
int GetMaximumTextureSize3D();
//@}
/**
* Returns if the context supports the required extensions. If flags
* for optional extensions are set then the test fails when support
* for them is not found.
*/
static bool IsSupported(vtkOpenGLRenderWindow*, bool /* requireTexFloat */,
bool /* requireDepthFloat */, bool /* requireTexInt */)
{
return true;
}
/**
* Check for feature support, without any optional features.
*/
static bool IsSupported(vtkOpenGLRenderWindow*) { return true; }
//@{
/**
* Copy the texture (src) in the current framebuffer. A variety of
* signatures based on what you want to do
* Copy the entire texture to the entire current viewport
*/
void CopyToFrameBuffer(vtkShaderProgram* program, vtkOpenGLVertexArrayObject* vao);
// part of a texture to part of a viewport, scaling as needed
void CopyToFrameBuffer(int srcXmin, int srcYmin, int srcXmax, int srcYmax, int dstXmin,
int dstYmin, int dstXmax, int dstYmax, int dstSizeX, int dstSizeY, vtkShaderProgram* program,
vtkOpenGLVertexArrayObject* vao);
// copy part of a texure to part of a viewport, no scalaing
void CopyToFrameBuffer(int srcXmin, int srcYmin, int srcXmax, int srcYmax, int dstXmin,
int dstYmin, int dstSizeX, int dstSizeY, vtkShaderProgram* program,
vtkOpenGLVertexArrayObject* vao);
// copy a texture to a quad using the provided tcoords and verts
void CopyToFrameBuffer(
float* tcoords, float* verts, vtkShaderProgram* program, vtkOpenGLVertexArrayObject* vao);
//@}
/**
* Copy a sub-part of a logical buffer of the framebuffer (color or depth)
* to the texture object. src is the framebuffer, dst is the texture.
* (srcXmin,srcYmin) is the location of the lower left corner of the
* rectangle in the framebuffer. (dstXmin,dstYmin) is the location of the
* lower left corner of the rectangle in the texture. width and height
* specifies the size of the rectangle in pixels.
* If the logical buffer is a color buffer, it has to be selected first with
* glReadBuffer().
* \pre is2D: GetNumberOfDimensions()==2
*/
void CopyFromFrameBuffer(
int srcXmin, int srcYmin, int dstXmin, int dstYmin, int width, int height);
/**
* Get the shift and scale required in the shader to
* return the texture values to their original range.
* This is useful when for example you have unsigned char
* data and it is being accessed using the floating point
* texture calls. In that case OpenGL maps the uchar
* range to a different floating point range under the hood.
* Applying the shift and scale will return the data to
* its original values in the shader. The texture's
* internal format must be set before calling these
* routines. Creating the texture does set it.
*/
void GetShiftAndScale(float& shift, float& scale);
// resizes an existing texture, any existing
// data values are lost
void Resize(unsigned int width, unsigned int height);
//@{
/**
* Is this texture using the sRGB color space. If you are using a
* sRGB framebuffer or window then you probably also want to be
* using sRGB color textures for proper handling of gamma and
* associated color mixing.
*/
vtkGetMacro(UseSRGBColorSpace, bool);
vtkSetMacro(UseSRGBColorSpace, bool);
vtkBooleanMacro(UseSRGBColorSpace, bool);
//@}
/**
* Assign the TextureObject to a externally provided
* Handle and Target. This class will not delete the texture
* referenced by the handle upon releasing. That is up to
* whoever created it originally. Note that activating
* and binding will work. Properties such as wrap/interpolate
* will also work. But width/height/format etc are left unset.
*/
void AssignToExistingTexture(unsigned int handle, unsigned int target);
protected:
vtkTextureObject();
~vtkTextureObject() override;
vtkGenericOpenGLResourceFreeCallback* ResourceCallback;
/**
* Creates a texture handle if not already created.
*/
void CreateTexture();
/**
* Destroy the texture.
*/
void DestroyTexture();
int NumberOfDimensions;
unsigned int Width;
unsigned int Height;
unsigned int Depth;
unsigned int Samples;
bool UseSRGBColorSpace;
float MaximumAnisotropicFiltering;
unsigned int Target; // GLenum
unsigned int Format; // GLenum
unsigned int InternalFormat; // GLenum
unsigned int Type; // GLenum
int Components;
vtkWeakPointer<vtkOpenGLRenderWindow> Context;
unsigned int Handle;
bool OwnHandle;
bool RequireTextureInteger;
bool SupportsTextureInteger;
bool RequireTextureFloat;
bool SupportsTextureFloat;
bool RequireDepthBufferFloat;
bool SupportsDepthBufferFloat;
int WrapS;
int WrapT;
int WrapR;
int MinificationFilter;
int MagnificationFilter;
float MinLOD;
float MaxLOD;
int BaseLevel;
int MaxLevel;
float BorderColor[4];
bool DepthTextureCompare;
int DepthTextureCompareFunction;
bool GenerateMipmap;
int AutoParameters;
vtkTimeStamp SendParametersTime;
// used for copying to framebuffer
vtkOpenGLHelper* ShaderProgram;
// for texturebuffers we hold on to the Buffer
vtkOpenGLBufferObject* BufferObject;
private:
vtkTextureObject(const vtkTextureObject&) = delete;
void operator=(const vtkTextureObject&) = delete;
};
#endif