You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
nmWTAI-Platform/3rd/VTK7.1/source/VTK-7.1.1/Rendering/OpenGL/vtkTextureObject.cxx

1744 lines
48 KiB
C++

/*=========================================================================
Program: Visualization Toolkit
Module: vtkTextureObject.cxx
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.
=========================================================================*/
#include "vtkTextureObject.h"
#include "vtkObjectFactory.h"
#include "vtkPixelBufferObject.h"
#include "vtkOpenGLExtensionManager.h"
#include "vtkOpenGLRenderWindow.h"
#include "vtkOpenGLError.h"
#include "vtkgl.h"
#include <cassert>
//#define VTK_TO_DEBUG
//#define VTK_TO_TIMING
#ifdef VTK_TO_TIMING
#include "vtkTimerLog.h"
#endif
#define BUFFER_OFFSET(i) (static_cast<char *>(NULL) + (i))
// Mapping from DepthTextureCompareFunction values to OpenGL values.
static GLint OpenGLDepthTextureCompareFunction[8]=
{
GL_LEQUAL,
GL_GEQUAL,
GL_LESS,
GL_GREATER,
GL_EQUAL,
GL_NOTEQUAL,
GL_ALWAYS,
GL_NEVER
};
static const char *DepthTextureCompareFunctionAsString[8]=
{
"Lequal",
"Gequal",
"Less",
"Greater",
"Equal",
"NotEqual",
"AlwaysTrue",
"Never"
};
// Mapping from DepthTextureMode values to OpenGL values.
static GLint OpenGLDepthTextureMode[3]=
{
GL_LUMINANCE,
GL_INTENSITY,
GL_ALPHA
};
static const char *DepthTextureModeAsString[3]=
{
"Luminance",
"Intensity",
"Alpha"
};
// Mapping from Wrap values to OpenGL values.
static GLint OpenGLWrap[5]=
{
GL_CLAMP,
vtkgl::CLAMP_TO_EDGE,
GL_REPEAT,
vtkgl::CLAMP_TO_BORDER,
vtkgl::MIRRORED_REPEAT
};
static const char *WrapAsString[5]=
{
"Clamp",
"ClampToEdge",
"Repeat",
"ClampToBorder",
"MirroredRepeat"
};
// Mapping MinificationFilter values to OpenGL values.
static GLint OpenGLMinFilter[6]=
{
GL_NEAREST,
GL_LINEAR,
GL_NEAREST_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_LINEAR_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_LINEAR
};
// Mapping MagnificationFilter values to OpenGL values.
static GLint OpenGLMagFilter[6]=
{
GL_NEAREST,
GL_LINEAR
};
static const char *MinMagFilterAsString[6]=
{
"Nearest",
"Linear",
"NearestMipmapNearest",
"NearestMipmapLinear",
"LinearMipmapNearest",
"LinearMipmapLinear"
};
static GLenum OpenGLDepthInternalFormat[5]=
{
GL_DEPTH_COMPONENT,
vtkgl::DEPTH_COMPONENT16,
vtkgl::DEPTH_COMPONENT24,
vtkgl::DEPTH_COMPONENT32,
vtkgl::DEPTH_COMPONENT32F
};
static GLenum OpenGLDepthInternalFormatType[5]=
{
GL_UNSIGNED_INT,
GL_UNSIGNED_INT,
GL_UNSIGNED_INT,
GL_UNSIGNED_INT,
GL_FLOAT
};
/*
static const char *DepthInternalFormatFilterAsString[6]=
{
"Native",
"Fixed16",
"Fixed24",
"Fixed32",
"Float32"
};
*/
//----------------------------------------------------------------------------
vtkStandardNewMacro(vtkTextureObject);
//----------------------------------------------------------------------------
vtkTextureObject::vtkTextureObject()
{
this->Context = NULL;
this->Handle = 0;
this->NumberOfDimensions = 0;
this->Target = 0;
this->Format = 0;
this->Type = 0;
this->Components = 0;
this->Width = 0;
this->Height = 0;
this->Depth = 0;
this->RequireTextureInteger = false;
this->SupportsTextureInteger = false;
this->RequireTextureFloat = false;
this->SupportsTextureFloat = false;
this->RequireDepthBufferFloat = false;
this->SupportsDepthBufferFloat = false;
this->AutoParameters = 1;
this->WrapS = Repeat;
this->WrapT = Repeat;
this->WrapR = Repeat;
this->MinificationFilter = Nearest;
this->MagnificationFilter = Nearest;
this->LinearMagnification = false;
this->BorderColor[0] = 0.0f;
this->BorderColor[1] = 0.0f;
this->BorderColor[2] = 0.0f;
this->BorderColor[3] = 0.0f;
this->Priority = 1.0f;
this->MinLOD = -1000.0f;
this->MaxLOD = 1000.0f;
this->BaseLevel = 0;
this->MaxLevel = 0;
this->DepthTextureCompare = false;
this->DepthTextureCompareFunction = Lequal;
this->DepthTextureMode = Luminance;
this->GenerateMipmap = false;
}
//----------------------------------------------------------------------------
vtkTextureObject::~vtkTextureObject()
{
this->DestroyTexture();
}
//----------------------------------------------------------------------------
bool vtkTextureObject::IsSupported(vtkRenderWindow* win,
bool requireTexFloat,
bool requireDepthFloat,
bool requireTexInt)
{
vtkOpenGLRenderWindow* renWin = vtkOpenGLRenderWindow::SafeDownCast(win);
if (renWin)
{
vtkOpenGLExtensionManager* mgr = renWin->GetExtensionManager();
bool gl12 = mgr->ExtensionSupported("GL_VERSION_1_2")==1;
bool gl13 = mgr->ExtensionSupported("GL_VERSION_1_3")==1;
bool gl20 = mgr->ExtensionSupported("GL_VERSION_2_0")==1;
bool npot=gl20 ||
mgr->ExtensionSupported("GL_ARB_texture_non_power_of_two");
bool tex3D=gl12 || mgr->ExtensionSupported("GL_EXT_texture3D");
bool multi=gl13 || mgr->ExtensionSupported("GL_ARB_multitexture");
bool texFloat = true;
if (requireTexFloat)
{
texFloat = mgr->ExtensionSupported("GL_ARB_texture_float")==1;
}
bool depthFloat = true;
if (requireDepthFloat)
{
depthFloat = mgr->ExtensionSupported("GL_ARB_depth_buffer_float")==1;
}
bool texInt = true;
if (requireTexInt)
{
texInt = mgr->ExtensionSupported("GL_EXT_texture_integer")==1;
}
return npot && tex3D && multi && texFloat && depthFloat && texInt;
}
return false;
}
//----------------------------------------------------------------------------
bool vtkTextureObject::LoadRequiredExtensions(vtkRenderWindow *renWin)
{
vtkOpenGLRenderWindow *context = vtkOpenGLRenderWindow::SafeDownCast(renWin);
if (!context)
{
return false;
}
vtkOpenGLExtensionManager* mgr = context->GetExtensionManager();
bool gl12 = mgr->ExtensionSupported("GL_VERSION_1_2")==1;
bool gl13 = mgr->ExtensionSupported("GL_VERSION_1_3")==1;
bool gl20 = mgr->ExtensionSupported("GL_VERSION_2_0")==1;
bool npot = (gl20 ||
mgr->ExtensionSupported("GL_ARB_texture_non_power_of_two"));
bool tex3D = (gl12 || mgr->ExtensionSupported("GL_EXT_texture3D"));
bool multi = (gl13 || mgr->ExtensionSupported("GL_ARB_multitexture"));
this->SupportsTextureInteger
= mgr->LoadSupportedExtension("GL_EXT_texture_integer")==1;
bool texInt
= (!this->RequireTextureInteger || this->SupportsTextureInteger);
this->SupportsTextureFloat
= mgr->ExtensionSupported("GL_ARB_texture_float")==1;
bool texFloat
= (!this->RequireTextureFloat || this->SupportsTextureFloat);
this->SupportsDepthBufferFloat
= mgr->ExtensionSupported("GL_ARB_depth_buffer_float")==1;
bool depthFloat
= (!this->RequireDepthBufferFloat || this->SupportsDepthBufferFloat);
bool supported
= npot && tex3D && multi && texInt && texFloat && depthFloat;
if (supported)
{
// tex3D
if(gl12)
{
mgr->LoadSupportedExtension("GL_VERSION_1_2");
}
else
{
mgr->LoadCorePromotedExtension("GL_EXT_texture3D");
}
// multi
if(gl13)
{
mgr->LoadSupportedExtension("GL_VERSION_1_3");
}
else
{
mgr->LoadCorePromotedExtension("GL_ARB_multitexture");
}
// nothing to load for:
// GL_ARB_texture_non_power_of_two, GL_ARB_texture_float,
// GL_ARB_depth_buffer_float only defineconstants
// only using constants from GL_EXT_texture_integer
}
return supported;
}
//----------------------------------------------------------------------------
void vtkTextureObject::SetContext(vtkRenderWindow* renWin)
{
// avoid pointless reassignment
if (this->Context == renWin)
{
return;
}
// free previous resources
this->DestroyTexture();
this->Context = NULL;
this->Modified();
// all done if assigned null
if (!renWin)
{
return;
}
// check for support
vtkOpenGLRenderWindow *context
= dynamic_cast<vtkOpenGLRenderWindow*>(renWin);
if ( !context
|| !this->LoadRequiredExtensions(renWin) )
{
vtkErrorMacro("Required OpenGL extensions not supported by the context.");
return;
}
// initialize
this->Context = renWin;
this->Context->MakeCurrent();
}
//----------------------------------------------------------------------------
vtkRenderWindow* vtkTextureObject::GetContext()
{
return static_cast<vtkRenderWindow*>(this->Context);
}
//----------------------------------------------------------------------------
void vtkTextureObject::DestroyTexture()
{
// because we don't hold a reference to the render
// context we don't have any control on when it is
// destroyed. In fact it may be destroyed before
// we are(eg smart pointers), in which case we should
// do nothing.
if (this->Context && this->Handle)
{
GLuint tex = this->Handle;
glDeleteTextures(1, &tex);
vtkOpenGLCheckErrorMacro("failed at glDeleteTexture");
}
this->Handle = 0;
this->NumberOfDimensions = 0;
this->Target =0;
this->Format = 0;
this->Type = 0;
this->Components = 0;
this->Width = this->Height = this->Depth = 0;
}
//----------------------------------------------------------------------------
void vtkTextureObject::CreateTexture()
{
assert(this->Context);
// reuse the existing handle if we have one
if (!this->Handle)
{
GLuint tex=0;
glGenTextures(1, &tex);
vtkOpenGLCheckErrorMacro("failed at glGenTextures");
this->Handle=tex;
if (this->Target)
{
glBindTexture(this->Target, this->Handle);
vtkOpenGLCheckErrorMacro("failed at glBindTexture");
// See: http://www.opengl.org/wiki/Common_Mistakes#Creating_a_complete_texture
// turn off mip map filter or set the base and max level correctly. here
// both are done.
glTexParameteri(this->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(this->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(this->Target, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(this->Target, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, vtkgl::TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, vtkgl::TEXTURE_MAX_LEVEL, 0);
glBindTexture(this->Target, 0);
}
}
}
//---------------------------------------------------------------------------
void vtkTextureObject::Activate(unsigned int texUnit)
{
vtkgl::ActiveTexture(static_cast<GLenum>(texUnit));
this->Bind();
}
//---------------------------------------------------------------------------
void vtkTextureObject::Deactivate(unsigned int texUnit)
{
vtkgl::ActiveTexture(static_cast<GLenum>(texUnit));
this->UnBind();
}
//----------------------------------------------------------------------------
void vtkTextureObject::Bind()
{
assert(this->Context);
assert(this->Handle);
glBindTexture(this->Target, this->Handle);
vtkOpenGLCheckErrorMacro("failed at glBindTexture");
if (this->AutoParameters && (this->GetMTime()>this->SendParametersTime))
{
this->SendParameters();
}
}
//----------------------------------------------------------------------------
void vtkTextureObject::UnBind()
{
glBindTexture(this->Target, 0);
vtkOpenGLCheckErrorMacro("failed at glBindTexture(0)");
}
//----------------------------------------------------------------------------
bool vtkTextureObject::IsBound()
{
bool result=false;
if(this->Context && this->Handle)
{
GLenum target=0; // to avoid warnings.
switch(this->Target)
{
case GL_TEXTURE_1D:
target=GL_TEXTURE_BINDING_1D;
break;
case GL_TEXTURE_2D:
target=GL_TEXTURE_BINDING_2D;
break;
case vtkgl::TEXTURE_3D:
target=vtkgl::TEXTURE_BINDING_3D;
break;
default:
assert("check: impossible case" && 0);
break;
}
GLint objectId;
glGetIntegerv(target,&objectId);
result=static_cast<GLuint>(objectId)==this->Handle;
}
return result;
}
//----------------------------------------------------------------------------
void vtkTextureObject::SendParameters()
{
assert("pre: is_bound" && this->IsBound());
glTexParameteri(this->Target,GL_TEXTURE_WRAP_S, OpenGLWrap[this->WrapS]);
glTexParameteri(this->Target,GL_TEXTURE_WRAP_T,OpenGLWrap[this->WrapT]);
glTexParameteri(
this->Target,
vtkgl::TEXTURE_WRAP_R,
OpenGLWrap[this->WrapR]);
glTexParameteri(
this->Target,
GL_TEXTURE_MIN_FILTER,
OpenGLMinFilter[this->MinificationFilter]);
glTexParameteri(
this->Target,
GL_TEXTURE_MAG_FILTER,
OpenGLMagFilter[this->MagnificationFilter]);
glTexParameterfv(this->Target,GL_TEXTURE_BORDER_COLOR,this->BorderColor);
glTexParameterf(this->Target,GL_TEXTURE_PRIORITY,this->Priority);
glTexParameterf(this->Target,vtkgl::TEXTURE_MIN_LOD,this->MinLOD);
glTexParameterf(this->Target,vtkgl::TEXTURE_MAX_LOD,this->MaxLOD);
glTexParameteri(this->Target,vtkgl::TEXTURE_BASE_LEVEL,this->BaseLevel);
glTexParameteri(this->Target,vtkgl::TEXTURE_MAX_LEVEL,this->MaxLevel);
glTexParameteri(
this->Target,
vtkgl::DEPTH_TEXTURE_MODE,
OpenGLDepthTextureMode[this->DepthTextureMode]);
if(DepthTextureCompare)
{
glTexParameteri(
this->Target,
vtkgl::TEXTURE_COMPARE_MODE,
vtkgl::COMPARE_R_TO_TEXTURE);
}
else
{
glTexParameteri(
this->Target,
vtkgl::TEXTURE_COMPARE_MODE,
GL_NONE);
}
glTexParameteri(
this->Target,
vtkgl::TEXTURE_COMPARE_FUNC,
OpenGLDepthTextureCompareFunction[this->DepthTextureCompareFunction]);
vtkOpenGLCheckErrorMacro("failed after SendParameters");
this->SendParametersTime.Modified();
}
//----------------------------------------------------------------------------
unsigned int vtkTextureObject::GetInternalFormat(int vtktype, int numComps,
bool shaderSupportsTextureInt)
{
// 1 or 2 components not supported as render target in FBO on GeForce<8
// force internal format component to be 3 or 4, even if client format is 1
// or 2 components.
// see spec 2.1 page 137 (pdf page 151) in section 3.6.4 Rasterization of
// Pixel Rectangles: "Conversion to RGB": this step is applied only if
// the format is LUMINANCE or LUMINANCE_ALPHA:
// L: R=L, G=L, B=L
// LA: R=L, G=L, B=L, A=A
// pre-condition
if(vtktype==VTK_VOID && numComps != 1)
{
vtkErrorMacro("Depth component texture must have 1 component only (" <<
numComps << " requested");
return 0;
}
const bool oldGeForce=!this->SupportsTextureInteger;
if(oldGeForce && numComps<3)
{
numComps+=2;
}
// DON'T DEAL WITH VTK_CHAR as this is platform dependent.
switch (vtktype)
{
case VTK_VOID:
// numComps can be 3 on GeForce<8.
return GL_DEPTH_COMPONENT;
case VTK_SIGNED_CHAR:
if(this->SupportsTextureInteger && shaderSupportsTextureInt)
{
switch (numComps)
{
case 1:
return vtkgl::LUMINANCE8I_EXT;
case 2:
return vtkgl::LUMINANCE_ALPHA8I_EXT;
case 3:
return vtkgl::RGB8I_EXT;
case 4:
return vtkgl::RGBA8I_EXT;
}
}
else
{
switch (numComps)
{
case 1:
return GL_LUMINANCE8;
case 2:
return GL_LUMINANCE8_ALPHA8;
case 3:
return GL_RGB8;
case 4:
return GL_RGBA8;
}
}
case VTK_UNSIGNED_CHAR:
if(this->SupportsTextureInteger && shaderSupportsTextureInt)
{
switch (numComps)
{
case 1:
return vtkgl::LUMINANCE8UI_EXT;
case 2:
return vtkgl::LUMINANCE_ALPHA8UI_EXT;
case 3:
return vtkgl::RGB8UI_EXT;
case 4:
return vtkgl::RGBA8UI_EXT;
}
}
else
{
switch (numComps)
{
case 1:
return GL_LUMINANCE8;
case 2:
return GL_LUMINANCE8_ALPHA8;
case 3:
return GL_RGB8;
case 4:
return GL_RGBA8;
}
}
case VTK_SHORT:
if(this->SupportsTextureInteger && shaderSupportsTextureInt)
{
switch (numComps)
{
case 1:
return vtkgl::LUMINANCE16I_EXT;
case 2:
return vtkgl::LUMINANCE_ALPHA16I_EXT;
case 3:
return vtkgl::RGB16I_EXT;
case 4:
return vtkgl::RGBA16I_EXT;
}
}
else
{
switch (numComps)
{
case 1:
if(this->SupportsTextureFloat)
{
return vtkgl::LUMINANCE32F_ARB;
// return GL_LUMINANCE16; // not supported as a render target
}
else
{
vtkGenericWarningMacro("Unsupported type!");
return 0;
}
case 2:
if(this->SupportsTextureFloat)
{
return vtkgl::LUMINANCE_ALPHA32F_ARB;
// return GL_LUMINANCE16_ALPHA16; // not supported as a render target
}
else
{
vtkGenericWarningMacro("Unsupported type!");
return 0;
}
case 3:
return GL_RGB16;
case 4:
return GL_RGBA16;
}
}
case VTK_UNSIGNED_SHORT:
if(this->SupportsTextureInteger && shaderSupportsTextureInt)
{
switch (numComps)
{
case 1:
return vtkgl::LUMINANCE16UI_EXT;
case 2:
return vtkgl::LUMINANCE_ALPHA16UI_EXT;
case 3:
return vtkgl::RGB16UI_EXT;
case 4:
return vtkgl::RGBA16UI_EXT;
}
}
else
{
switch (numComps)
{
case 1:
if(this->SupportsTextureFloat)
{
return vtkgl::LUMINANCE32F_ARB;
// return GL_LUMINANCE16; // not supported as a render target
}
else
{
vtkGenericWarningMacro("Unsupported type!");
return 0;
}
case 2:
if(this->SupportsTextureFloat)
{
return vtkgl::LUMINANCE_ALPHA32F_ARB;
// return GL_LUMINANCE16_ALPHA16; // not supported as a render target
}
else
{
vtkGenericWarningMacro("Unsupported type!");
return 0;
}
case 3:
return GL_RGB16;
case 4:
return GL_RGBA16;
}
}
case VTK_INT:
if(this->SupportsTextureInteger && shaderSupportsTextureInt)
{
switch (numComps)
{
case 1:
return vtkgl::LUMINANCE32I_EXT;
case 2:
return vtkgl::LUMINANCE_ALPHA32I_EXT;
case 3:
return vtkgl::RGB32I_EXT;
case 4:
return vtkgl::RGBA32I_EXT;
}
}
else
{
if(this->SupportsTextureFloat)
{
switch (numComps)
{
case 1:
return vtkgl::LUMINANCE32F_ARB;
case 2:
return vtkgl::LUMINANCE_ALPHA32F_ARB;
case 3:
return vtkgl::RGB32F_ARB;
case 4:
return vtkgl::RGBA32F_ARB;
}
}
else
{
vtkGenericWarningMacro("Unsupported type!");
return 0;
}
}
case VTK_UNSIGNED_INT:
if(this->SupportsTextureInteger && shaderSupportsTextureInt)
{
switch (numComps)
{
case 1:
return vtkgl::LUMINANCE32UI_EXT;
case 2:
return vtkgl::LUMINANCE_ALPHA32UI_EXT;
case 3:
return vtkgl::RGB32UI_EXT;
case 4:
return vtkgl::RGBA32UI_EXT;
}
}
else
{
if(this->SupportsTextureFloat)
{
switch (numComps)
{
case 1:
return vtkgl::LUMINANCE32F_ARB;
case 2:
return vtkgl::LUMINANCE_ALPHA32F_ARB;
case 3:
return vtkgl::RGB32F_ARB;
case 4:
return vtkgl::RGBA32F_ARB;
}
}
else
{
vtkGenericWarningMacro("Unsupported type!");
return 0;
}
}
case VTK_FLOAT:
if(this->SupportsTextureFloat)
{
switch (numComps)
{
case 1:
return vtkgl::LUMINANCE32F_ARB;
case 2:
return vtkgl::LUMINANCE_ALPHA32F_ARB;
case 3:
return vtkgl::RGB32F_ARB;
case 4:
return vtkgl::RGBA32F_ARB;
}
}
else
{
vtkGenericWarningMacro("Unsupported type!");
return 0;
}
case VTK_DOUBLE:
vtkGenericWarningMacro("Unsupported type double!");
}
return 0;
}
unsigned int vtkTextureObject::GetFormat(int vtktype, int numComps,
bool shaderSupportsTextureInt)
{
if (vtktype == VTK_VOID)
{
return GL_DEPTH_COMPONENT;
}
if(this->SupportsTextureInteger && shaderSupportsTextureInt
&& (vtktype==VTK_SIGNED_CHAR||vtktype==VTK_UNSIGNED_CHAR||
vtktype==VTK_SHORT||vtktype==VTK_UNSIGNED_SHORT||vtktype==VTK_INT||
vtktype==VTK_UNSIGNED_INT))
{
switch (numComps)
{
case 1:
return vtkgl::LUMINANCE_INTEGER_EXT;
case 2:
return vtkgl::LUMINANCE_ALPHA_INTEGER_EXT;
case 3:
return vtkgl::RGB_INTEGER_EXT;
case 4:
return vtkgl::RGBA_INTEGER_EXT;
}
}
else
{
switch (numComps)
{
case 1:
return GL_LUMINANCE;
case 2:
return GL_LUMINANCE_ALPHA;
case 3:
return GL_RGB;
case 4:
return GL_RGBA;
}
}
return 0;
}
static GLenum vtkGetType(int vtk_scalar_type)
{
// DON'T DEAL with VTK_CHAR as this is platform dependent.
switch (vtk_scalar_type)
{
case VTK_SIGNED_CHAR:
return GL_BYTE;
case VTK_UNSIGNED_CHAR:
return GL_UNSIGNED_BYTE;
case VTK_SHORT:
return GL_SHORT;
case VTK_UNSIGNED_SHORT:
return GL_UNSIGNED_SHORT;
case VTK_INT:
return GL_INT;
case VTK_UNSIGNED_INT:
return GL_UNSIGNED_INT;
case VTK_FLOAT:
case VTK_VOID: // used for depth component textures.
return GL_FLOAT;
}
return 0;
}
static int vtkGetVTKType(GLenum gltype)
{
// DON'T DEAL with VTK_CHAR as this is platform dependent.
switch (gltype)
{
case GL_BYTE:
return VTK_SIGNED_CHAR;
case GL_UNSIGNED_BYTE:
return VTK_UNSIGNED_CHAR;
case GL_SHORT:
return VTK_SHORT;
case GL_UNSIGNED_SHORT:
return VTK_UNSIGNED_SHORT;
case GL_INT:
return VTK_INT;
case GL_UNSIGNED_INT:
return VTK_UNSIGNED_INT;
case GL_FLOAT:
return VTK_FLOAT;
}
return 0;
}
//----------------------------------------------------------------------------
int vtkTextureObject::GetDataType()
{
return ::vtkGetVTKType(this->Type);
}
//----------------------------------------------------------------------------
bool vtkTextureObject::Create1D(int numComps,
vtkPixelBufferObject* pbo,
bool shaderSupportsTextureInt)
{
#ifdef VTK_TO_TIMING
vtkTimerLog *timer=vtkTimerLog::New();
timer->StartTimer();
#endif
assert(this->Context);
assert(pbo->GetContext() == this->Context);
GLenum target = GL_TEXTURE_1D;
// Now, detemine texture parameters using the information from the pbo.
// * internalFormat depends on number of components and the data type.
GLenum internalFormat = this->GetInternalFormat(pbo->GetType(), numComps,
shaderSupportsTextureInt);
// * format depends on the number of components.
GLenum format = this->GetFormat(pbo->GetType(), numComps,
shaderSupportsTextureInt);
// * type if the data type in the pbo
GLenum type = ::vtkGetType(pbo->GetType());
if (!internalFormat || !format || !type)
{
vtkErrorMacro("Failed to detemine texture parameters.");
return false;
}
this->Target = target;
this->CreateTexture();
this->Bind();
pbo->Bind(vtkPixelBufferObject::UNPACKED_BUFFER);
// Source texture data from the PBO.
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage1D(target, 0, static_cast<GLint>(internalFormat),
static_cast<GLsizei>(pbo->GetSize()/
static_cast<unsigned int>(numComps)),
0, format,
type, BUFFER_OFFSET(0));
vtkOpenGLCheckErrorMacro("failed at glTexImage1D");
pbo->UnBind();
this->UnBind();
this->Target = target;
this->Format = format;
this->Type = type;
this->Components = numComps;
this->Width = pbo->GetSize();
this->Height = 1;
this->Depth =1;
this->NumberOfDimensions=1;
#ifdef VTK_TO_TIMING
timer->StopTimer();
double time=timer->GetElapsedTime();
timer->Delete();
cerr<<"upload PBO to 1D texture time="<<time<<" seconds."<<endl;
#endif
return true;
}
//----------------------------------------------------------------------------
bool vtkTextureObject::Create2D(unsigned int width, unsigned int height,
int numComps, vtkPixelBufferObject* pbo,
bool shaderSupportsTextureInt)
{
#ifdef VTK_TO_TIMING
vtkTimerLog *timer=vtkTimerLog::New();
timer->StartTimer();
#endif
assert(this->Context);
assert(pbo->GetContext() == this->Context);
if (pbo->GetSize() < width*height*static_cast<unsigned int>(numComps))
{
vtkErrorMacro("PBO size must match texture size.");
return false;
}
// Now, detemine texture parameters using the information from the pbo.
// * internalFormat depends on number of components and the data type.
// * format depends on the number of components.
// * type if the data type in the pbo
int vtktype = pbo->GetType();
GLenum type = ::vtkGetType(vtktype);
GLenum internalFormat
= this->GetInternalFormat(vtktype, numComps, shaderSupportsTextureInt);
GLenum format
= this->GetFormat(vtktype, numComps, shaderSupportsTextureInt);
if (!internalFormat || !format || !type)
{
vtkErrorMacro("Failed to detemine texture parameters.");
return false;
}
GLenum target = GL_TEXTURE_2D;
this->Target = target;
this->CreateTexture();
this->Bind();
// Source texture data from the PBO.
pbo->Bind(vtkPixelBufferObject::UNPACKED_BUFFER);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(
target,
0,
internalFormat,
static_cast<GLsizei>(width),
static_cast<GLsizei>(height),
0,
format,
type,
BUFFER_OFFSET(0));
vtkOpenGLCheckErrorMacro("failed at glTexImage2D");
pbo->UnBind();
this->UnBind();
this->Target = target;
this->Format = format;
this->Type = type;
this->Components = numComps;
this->Width = width;
this->Height = height;
this->Depth = 1;
this->NumberOfDimensions = 2;
#ifdef VTK_TO_TIMING
timer->StopTimer();
double time=timer->GetElapsedTime();
timer->Delete();
cerr<<"upload PBO to 2D texture time="<<time<<" seconds."<<endl;
#endif
return true;
}
// ----------------------------------------------------------------------------
// Description:
// Create a 2D depth texture using a PBO.
bool vtkTextureObject::CreateDepth(unsigned int width,
unsigned int height,
int internalFormat,
vtkPixelBufferObject *pbo)
{
assert("pre: context_exists" && this->GetContext()!=0);
assert("pre: pbo_context_exists" && pbo->GetContext()!=0);
assert("pre: context_match" && this->GetContext()==pbo->GetContext());
assert("pre: sizes_match" && pbo->GetSize()==width*height);
assert("pre: valid_internalFormat" && internalFormat>=0
&& internalFormat<NumberOfDepthFormats);
#ifdef VTK_TO_DEBUG
cerr << "pbo size=" << pbo->GetSize() << endl;
cerr << "width=" << width << endl;
cerr << "height=" << height << endl;
cerr << "width*height=" << width*height << endl;
#endif
GLenum inFormat=OpenGLDepthInternalFormat[internalFormat];
GLenum type=::vtkGetType(pbo->GetType());
this->Target=GL_TEXTURE_2D;
this->Format=GL_DEPTH_COMPONENT;
this->Type=type;
this->Width=width;
this->Height=height;
this->Depth=1;
this->NumberOfDimensions=2;
this->Components=1;
this->CreateTexture();
this->Bind();
pbo->Bind(vtkPixelBufferObject::UNPACKED_BUFFER);
// Source texture data from the PBO.
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(this->Target, 0, static_cast<GLint>(inFormat),
static_cast<GLsizei>(width), static_cast<GLsizei>(height), 0,
this->Format, this->Type, BUFFER_OFFSET(0));
vtkOpenGLCheckErrorMacro("failed at glTexImage2D");
pbo->UnBind();
this->UnBind();
return true;
}
// ----------------------------------------------------------------------------
// Description:
// Create a 2D depth texture using a raw pointer.
// This is a blocking call. If you can, use PBO instead.
bool vtkTextureObject::CreateDepthFromRaw(unsigned int width,
unsigned int height,
int internalFormat,
int rawType,
void *raw)
{
assert("pre: context_exists" && this->GetContext()!=0);
assert("pre: raw_exists" && raw!=0);
#ifdef VTK_TO_DEBUG
cerr << "width=" << width << endl;
cerr << "height=" << height << endl;
cerr << "width*height=" << width*height << endl;
#endif
assert("pre: valid_internalFormat" && internalFormat>=0
&& internalFormat<NumberOfDepthFormats);
GLenum inFormat=OpenGLDepthInternalFormat[internalFormat];
GLenum type=::vtkGetType(rawType);
this->Target=GL_TEXTURE_2D;
this->Format=GL_DEPTH_COMPONENT;
this->Type=type;
this->Width=width;
this->Height=height;
this->Depth=1;
this->NumberOfDimensions=2;
this->Components=1;
this->CreateTexture();
this->Bind();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(this->Target, 0, static_cast<GLint>(inFormat),
static_cast<GLsizei>(width), static_cast<GLsizei>(height), 0,
this->Format, this->Type,raw);
vtkOpenGLCheckErrorMacro("failed at glTexImage2D");
this->UnBind();
return true;
}
// ----------------------------------------------------------------------------
bool vtkTextureObject::AllocateDepth(unsigned int width,unsigned int height,
int internalFormat)
{
assert("pre: context_exists" && this->GetContext()!=0);
assert("pre: valid_internalFormat" && internalFormat>=0
&& internalFormat<NumberOfDepthFormats);
this->Target=GL_TEXTURE_2D;
this->Format=GL_DEPTH_COMPONENT;
// try to match vtk type to internal fmt
this->Type=OpenGLDepthInternalFormatType[internalFormat];
this->Width=width;
this->Height=height;
this->Depth=1;
this->NumberOfDimensions=2;
this->Components=1;
this->CreateTexture();
this->Bind();
GLenum inFormat=OpenGLDepthInternalFormat[internalFormat];
glTexImage2D(
this->Target,
0,
static_cast<GLint>(inFormat),
static_cast<GLsizei>(width),
static_cast<GLsizei>(height),
0,
this->Format,
this->Type,
0);
vtkOpenGLCheckErrorMacro("failed at glTexImage2D");
this->UnBind();
return true;
}
// ----------------------------------------------------------------------------
bool vtkTextureObject::Allocate1D(unsigned int width, int numComps,
int vtkType)
{
assert(this->Context);
this->Target=GL_TEXTURE_1D;
GLenum internalFormat = this->GetInternalFormat(vtkType, numComps,
false);
// don't care, allocation only, no data transfer
GLenum format = this->GetFormat(vtkType, numComps,false);
GLenum type = ::vtkGetType(vtkType);
this->Format = format;
this->Type = type;
this->Components = numComps;
this->Width = width;
this->Height = 1;
this->Depth =1;
this->NumberOfDimensions=1;
this->CreateTexture();
this->Bind();
glTexImage1D(this->Target, 0, static_cast<GLint>(internalFormat),
static_cast<GLsizei>(width),0, format, type,0);
vtkOpenGLCheckErrorMacro("failed at glTexImage1D");
this->UnBind();
return true;
}
// ----------------------------------------------------------------------------
// Description:
// Create a 2D color texture but does not initialize its values.
// Internal format is deduced from numComps and vtkType.
bool vtkTextureObject::Allocate2D(unsigned int width,unsigned int height,
int numComps,int vtkType)
{
assert(this->Context);
this->Target=GL_TEXTURE_2D;
GLenum internalFormat = this->GetInternalFormat(vtkType, numComps,
false);
// don't care, allocation only, no data transfer
GLenum format = this->GetFormat(vtkType, numComps,false);
GLenum type = ::vtkGetType(vtkType);
this->Format = format;
this->Type = type;
this->Components = numComps;
this->Width = width;
this->Height = height;
this->Depth =1;
this->NumberOfDimensions=2;
this->CreateTexture();
this->Bind();
glTexImage2D(this->Target, 0, static_cast<GLint>(internalFormat),
static_cast<GLsizei>(width), static_cast<GLsizei>(height),
0, format, type,0);
vtkOpenGLCheckErrorMacro("failed at glTexImage2D");
this->UnBind();
return true;
}
// ----------------------------------------------------------------------------
// Description:
// Create a 3D color texture but does not initialize its values.
// Internal format is deduced from numComps and vtkType.
bool vtkTextureObject::Allocate3D(unsigned int width,unsigned int height,
unsigned int depth, int numComps,
int vtkType)
{
this->Target=vtkgl::TEXTURE_3D;
if(this->Context==0)
{
vtkErrorMacro("No context specified. Cannot create texture.");
return false;
}
GLenum internalFormat = this->GetInternalFormat(vtkType, numComps,
false);
// don't care, allocation only, no data transfer
GLenum format = this->GetFormat(vtkType, numComps,false);
GLenum type = ::vtkGetType(vtkType);
this->Format = format;
this->Type = type;
this->Components = numComps;
this->Width = width;
this->Height = height;
this->Depth =depth;
this->NumberOfDimensions=3;
this->CreateTexture();
this->Bind();
vtkgl::TexImage3D(this->Target, 0, static_cast<GLint>(internalFormat),
static_cast<GLsizei>(width), static_cast<GLsizei>(height),
static_cast<GLsizei>(depth), 0, format, type,0);
vtkOpenGLCheckErrorMacro("failed at glTexImage3D");
this->UnBind();
return true;
}
//----------------------------------------------------------------------------
bool vtkTextureObject::Create3D(unsigned int width, unsigned int height,
unsigned int depth, int numComps,
vtkPixelBufferObject* pbo,
bool shaderSupportsTextureInt)
{
#ifdef VTK_TO_TIMING
vtkTimerLog *timer=vtkTimerLog::New();
timer->StartTimer();
#endif
assert(this->Context);
assert(this->Context == pbo->GetContext());
if (pbo->GetSize() != width*height*depth*static_cast<unsigned int>(numComps))
{
vtkErrorMacro("PBO size must match texture size.");
return false;
}
GLenum target = vtkgl::TEXTURE_3D;
// Now, detemine texture parameters using the information from the pbo.
// * internalFormat depends on number of components and the data type.
GLenum internalFormat = this->GetInternalFormat(pbo->GetType(), numComps,
shaderSupportsTextureInt);
// * format depends on the number of components.
GLenum format = this->GetFormat(pbo->GetType(), numComps,
shaderSupportsTextureInt);
// * type if the data type in the pbo
GLenum type = ::vtkGetType(pbo->GetType());
if (!internalFormat || !format || !type)
{
vtkErrorMacro("Failed to detemine texture parameters.");
return false;
}
this->Target = target;
this->CreateTexture();
this->Bind();
pbo->Bind(vtkPixelBufferObject::UNPACKED_BUFFER);
// Source texture data from the PBO.
vtkgl::TexImage3D(target, 0, static_cast<GLint>(internalFormat),
static_cast<GLsizei>(width), static_cast<GLsizei>(height),
static_cast<GLsizei>(depth), 0, format, type,
BUFFER_OFFSET(0));
vtkOpenGLCheckErrorMacro("failed at glTexImage3D");
pbo->UnBind();
this->UnBind();
this->Target = target;
this->Format = format;
this->Type = type;
this->Components = numComps;
this->Width = width;
this->Height = height;
this->Depth = depth;
this->NumberOfDimensions = 3;
#ifdef VTK_TO_TIMING
timer->StopTimer();
double time=timer->GetElapsedTime();
timer->Delete();
cerr<<"upload PBO to 3D texture time="<<time<<" seconds."<<endl;
#endif
return true;
}
//----------------------------------------------------------------------------
vtkPixelBufferObject* vtkTextureObject::Download()
{
#ifdef VTK_TO_TIMING
vtkTimerLog *timer=vtkTimerLog::New();
timer->StartTimer();
#endif
assert(this->Context);
assert(this->Handle);
vtkPixelBufferObject* pbo = vtkPixelBufferObject::New();
pbo->SetContext(this->Context);
int vtktype = ::vtkGetVTKType(this->Type);
if (vtktype == 0)
{
vtkErrorMacro("Failed to determine type.");
return 0;
}
unsigned int size = this->Width* this->Height* this->Depth;
// doesn't matter which Upload*D method we use since we are not really
// uploading any data, simply allocating GPU space.
if (!pbo->Upload1D(vtktype, NULL, size, this->Components, 0))
{
vtkErrorMacro("Could not allocate memory for PBO.");
pbo->Delete();
return 0;
}
pbo->Bind(vtkPixelBufferObject::PACKED_BUFFER);
this->Bind();
glGetTexImage(this->Target, 0, this->Format, this->Type, BUFFER_OFFSET(0));
vtkOpenGLCheckErrorMacro("failed at glGetTexImage");
this->UnBind();
pbo->UnBind();
pbo->SetComponents(this->Components);
#ifdef VTK_TO_TIMING
timer->StopTimer();
double time=timer->GetElapsedTime();
timer->Delete();
cerr<<"download texture to PBO, time="<<time<<" seconds."<<endl;
#endif
return pbo;
}
//----------------------------------------------------------------------------
bool vtkTextureObject::Create2D(unsigned int width, unsigned int height,
int numComps, int vtktype,
bool shaderSupportsTextureInt)
{
assert(this->Context);
GLenum target = GL_TEXTURE_2D;
// Now, detemine texture parameters using the information provided.
// * internalFormat depends on number of components and the data type.
GLenum internalFormat = this->GetInternalFormat(vtktype, numComps,
shaderSupportsTextureInt);
// * format depends on the number of components.
GLenum format = this->GetFormat(vtktype, numComps,
shaderSupportsTextureInt);
// * type if the data type in the pbo
GLenum type = ::vtkGetType(vtktype);
if (!internalFormat || !format || !type)
{
vtkErrorMacro("Failed to detemine texture parameters.");
return false;
}
this->Target = target;
this->CreateTexture();
this->Bind();
// Allocate space for texture, don't upload any data.
glTexImage2D(target, 0, static_cast<GLint>(internalFormat),
static_cast<GLsizei>(width), static_cast<GLsizei>(height),
0, format, type, NULL);
vtkOpenGLCheckErrorMacro("failed at glTexImage2D");
this->UnBind();
this->Target = target;
this->Format = format;
this->Type = type;
this->Components = numComps;
this->Width = width;
this->Height = height;
this->Depth = 1;
this->NumberOfDimensions = 2;
return true;
}
//----------------------------------------------------------------------------
bool vtkTextureObject::Create3D(unsigned int width, unsigned int height,
unsigned int depth,
int numComps, int vtktype,
bool shaderSupportsTextureInt)
{
assert(this->Context);
GLenum target = vtkgl::TEXTURE_3D;
// Now, detemine texture parameters using the information provided.
// * internalFormat depends on number of components and the data type.
GLenum internalFormat = this->GetInternalFormat(vtktype, numComps,
shaderSupportsTextureInt);
// * format depends on the number of components.
GLenum format = this->GetFormat(vtktype, numComps,
shaderSupportsTextureInt);
// * type if the data type in the pbo
GLenum type = ::vtkGetType(vtktype);
if (!internalFormat || !format || !type)
{
vtkErrorMacro("Failed to detemine texture parameters.");
return false;
}
this->Target = target;
this->CreateTexture();
this->Bind();
// Allocate space for texture, don't upload any data.
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
vtkgl::TexImage3D(target, 0, static_cast<GLint>(internalFormat),
static_cast<GLsizei>(width), static_cast<GLsizei>(height),
static_cast<GLsizei>(depth), 0, format, type, NULL);
vtkOpenGLCheckErrorMacro("falied at glTexImage3D");
this->UnBind();
this->Target = target;
this->Format = format;
this->Type = type;
this->Components = numComps;
this->Width = width;
this->Height = height;
this->Depth = depth;
this->NumberOfDimensions = 3;
return true;
}
// ----------------------------------------------------------------------------
void vtkTextureObject::CopyToFrameBuffer(int srcXmin,
int srcYmin,
int srcXmax,
int srcYmax,
int dstXmin,
int dstYmin,
int width,
int height)
{
assert("pre: positive_srcXmin" && srcXmin>=0);
assert("pre: max_srcXmax" &&
static_cast<unsigned int>(srcXmax)<this->GetWidth());
assert("pre: increasing_x" && srcXmin<=srcXmax);
assert("pre: positive_srcYmin" && srcYmin>=0);
assert("pre: max_srcYmax" &&
static_cast<unsigned int>(srcYmax)<this->GetHeight());
assert("pre: increasing_y" && srcYmin<=srcYmax);
assert("pre: positive_dstXmin" && dstXmin>=0);
assert("pre: positive_dstYmin" && dstYmin>=0);
assert("pre: positive_width" && width>0);
assert("pre: positive_height" && height>0);
assert("pre: x_fit" && dstXmin+(srcXmax-srcXmin)<width);
assert("pre: y_fit" && dstYmin+(srcYmax-srcYmin)<height);
vtkOpenGLClearErrorMacro();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0,width,0.0,height,-1,1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glPushAttrib(GL_VIEWPORT_BIT|GL_POLYGON_BIT|GL_TEXTURE_BIT);
vtkgl::ActiveTexture(vtkgl::TEXTURE0);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glViewport(0,0,width,height);
glDepthRange(0.0,1.0);
glDisable(GL_POLYGON_OFFSET_FILL);
GLfloat minXTexCoord=static_cast<GLfloat>(
static_cast<double>(srcXmin)/this->Width);
GLfloat minYTexCoord=static_cast<GLfloat>(
static_cast<double>(srcYmin)/this->Height);
GLfloat maxXTexCoord=static_cast<GLfloat>(
static_cast<double>(srcXmax+1)/this->Width);
GLfloat maxYTexCoord=static_cast<GLfloat>(
static_cast<double>(srcYmax+1)/this->Height);
GLfloat dstXmax=static_cast<GLfloat>(dstXmin+srcXmax-srcXmin);
GLfloat dstYmax=static_cast<GLfloat>(dstYmin+srcYmax-srcYmin);
// rasterization rules are different from points, lines and polygons.
// the following vertex coordinates are only valid for 1:1 mapping in the
// case of polygons.
// Draw a quad.
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(minXTexCoord,minYTexCoord);
glVertex2f(static_cast<GLfloat>(dstXmin), static_cast<GLfloat>(dstYmin));
glTexCoord2f(maxXTexCoord, minYTexCoord);
glVertex2f(dstXmax+1, static_cast<GLfloat>(dstYmin));
glTexCoord2f(maxXTexCoord, maxYTexCoord);
glVertex2f(dstXmax+1, dstYmax+1);
glTexCoord2f(minXTexCoord, maxYTexCoord);
glVertex2f(static_cast<GLfloat>(dstXmin), dstYmax+1);
glEnd();
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glPopAttrib();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
vtkOpenGLCheckErrorMacro("failed after CopyToFrameBuffer")
}
//----------------------------------------------------------------------------
// Description:
// 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 vtkTextureObject::CopyFromFrameBuffer(int srcXmin,
int srcYmin,
int dstXmin,
int dstYmin,
int width,
int height)
{
assert("pre: is2D" && this->GetNumberOfDimensions()==2);
this->Bind();
glCopyTexSubImage2D(this->Target,0,dstXmin,dstYmin,srcXmin,srcYmin,width,
height);
vtkOpenGLCheckErrorMacro("failed at glCopyTexSubImage2D");
this->UnBind();
}
//----------------------------------------------------------------------------
void vtkTextureObject::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "Width: " << this->Width << endl;
os << indent << "Height: " << this->Height << endl;
os << indent << "Depth: " << this->Depth << endl;
os << indent << "Components: " << this->Components << endl;
os << indent << "Handle: " << this->Handle << endl;
os << indent << "Target: ";
switch(this->Target)
{
case GL_TEXTURE_1D:
os << "GL_TEXTURE_1D" << endl;
break;
case GL_TEXTURE_2D:
os << "GL_TEXTURE_2D" << endl;
break;
case vtkgl::TEXTURE_3D:
os << "vtkgl::TEXTURE_3D" << endl;
break;
default:
os << "unknown value: 0x" << hex << this->Target << dec <<endl;
break;
}
os << indent << "NumberOfDimensions: " << this->NumberOfDimensions << endl;
os << indent << "WrapS: " << WrapAsString[this->WrapS] << endl;
os << indent << "WrapT: " << WrapAsString[this->WrapT] << endl;
os << indent << "WrapR: " << WrapAsString[this->WrapR] << endl;
os << indent << "MinificationFilter: "
<< MinMagFilterAsString[this->MinificationFilter] << endl;
os << indent << "MagnificationFilter: "
<< MinMagFilterAsString[this->MagnificationFilter] << endl;
os << indent << "LinearMagnification: " << this->LinearMagnification << endl;
os << indent << "BorderColor: (" << this->BorderColor[0] << ","
<< this->BorderColor[1] << "," << this->BorderColor[2] << ","
<< this->BorderColor[3] << endl;
os << indent << "Priority: " << this->Priority << endl;
os << indent << "MinLOD: " << this->MinLOD << endl;
os << indent << "MaxLOD: " << this->MaxLOD << endl;
os << indent << "BaseLevel: " << this->BaseLevel << endl;
os << indent << "MaxLevel: " << this->MaxLevel << endl;
os << indent << "DepthTextureCompare: " << this->DepthTextureCompare
<< endl;
os << indent << "DepthTextureCompareFunction: "
<< DepthTextureCompareFunctionAsString[this->DepthTextureCompareFunction]
<< endl;
os << indent << "DepthTextureMode: "
<< DepthTextureModeAsString[this->DepthTextureMode] << endl;
os << indent << "GenerateMipmap: " << this->GenerateMipmap << endl;
}