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