source: nanovis/branches/1.1/Texture3D.cpp

Last change on this file was 4889, checked in by ldelgass, 5 years ago

Merge r3611:3618 from trunk

  • Property svn:eol-style set to native
File size: 3.9 KB
Line 
1/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */
2/*
3 * ----------------------------------------------------------------------
4 * Texture3d.cpp: 3d texture class
5 *
6 * ======================================================================
7 *  AUTHOR:  Wei Qiao <qiaow@purdue.edu>
8 *           Purdue Rendering and Perceptualization Lab (PURPL)
9 *
10 *  Copyright (c) 2004-2013  HUBzero Foundation, LLC
11 *
12 *  See the file "license.terms" for information on usage and
13 *  redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES.
14 * ======================================================================
15 */
16#include <stdio.h>
17#include <assert.h>
18#include <math.h>
19
20#include "config.h"
21
22#include "Texture3D.h"
23#include "Trace.h"
24
25using namespace nv;
26
27Texture3D::Texture3D() :
28    _width(0),
29    _height(0),
30    _depth(0),
31    _numComponents(3),
32    _glResourceAllocated(false),
33    _id(0),
34    _type(GL_FLOAT),
35    _interpType(GL_LINEAR),
36    _wrapS(GL_CLAMP_TO_EDGE),
37    _wrapT(GL_CLAMP_TO_EDGE),
38    _wrapR(GL_CLAMP_TO_EDGE)
39{}
40
41Texture3D::Texture3D(int width, int height, int depth,
42                     GLuint type, GLuint interp,
43                     int numComponents, void *data) :
44    _width(width),
45    _height(height),
46    _depth(depth),
47    _numComponents(numComponents),
48    _glResourceAllocated(false),
49    _id(0),
50    _type(type),
51    _interpType(interp),
52    _wrapS(GL_CLAMP_TO_EDGE),
53    _wrapT(GL_CLAMP_TO_EDGE),
54    _wrapR(GL_CLAMP_TO_EDGE)
55{
56    if (data != NULL)
57        initialize(data);
58}
59
60Texture3D::~Texture3D()
61{
62    glDeleteTextures(1, &_id);
63}
64
65GLuint Texture3D::initialize(void *data)
66{
67    if (_glResourceAllocated)
68        glDeleteTextures(1, &_id);
69
70    glGenTextures(1, &_id);
71
72    update(data);
73
74    _glResourceAllocated = true;
75    return _id;
76}
77
78void Texture3D::update(void *data)
79{
80#ifdef USE_HALF_FLOAT
81    static GLuint halfFloatFormats[] = {
82        (GLuint)-1, GL_LUMINANCE16F_ARB, GL_LUMINANCE_ALPHA16F_ARB,
83        GL_RGB16F_ARB, GL_RGBA16F_ARB
84    };
85#elif defined(HAVE_FLOAT_TEXTURES)
86    static GLuint floatFormats[] = {
87        (GLuint)-1, GL_LUMINANCE32F_ARB, GL_LUMINANCE_ALPHA32F_ARB,
88        GL_RGB32F_ARB, GL_RGBA32F_ARB
89    };
90#endif
91    static GLuint basicFormats[] = {
92        (GLuint)-1, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, GL_RGBA
93    };
94
95    glBindTexture(GL_TEXTURE_3D, _id);
96
97    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
98
99    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, _wrapS);
100    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, _wrapT);
101    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, _wrapR);
102
103    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, _interpType);
104    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, _interpType);
105
106    //to do: add handling to more formats
107    GLuint *targetFormats;
108#ifdef HAVE_FLOAT_TEXTURES
109    if (_type == GL_FLOAT) {
110# ifdef USE_HALF_FLOAT
111        targetFormats = halfFloatFormats;
112# else
113        targetFormats = floatFormats;
114# endif
115    } else {
116#endif
117        targetFormats = basicFormats;
118#ifdef HAVE_FLOAT_TEXTURES
119    }
120#endif
121
122    glTexImage3D(GL_TEXTURE_3D, 0, targetFormats[_numComponents],
123                 _width, _height, _depth, 0, 
124                 basicFormats[_numComponents], _type, data);
125
126    assert(glGetError()==0);
127}
128
129void Texture3D::activate()
130{
131    glEnable(GL_TEXTURE_3D);
132    glBindTexture(GL_TEXTURE_3D, _id);
133}
134
135void Texture3D::deactivate()
136{
137    glDisable(GL_TEXTURE_3D);           
138}
139
140void Texture3D::setWrapS(GLuint wrapMode)
141{
142    _wrapS = wrapMode;
143}
144
145void Texture3D::setWrapT(GLuint wrapMode)
146{
147    _wrapT = wrapMode;
148}
149
150void Texture3D::setWrapR(GLuint wrapMode)
151{
152    _wrapR = wrapMode;
153}
154
155void Texture3D::checkMaxSize()
156{
157    GLint max = 0;
158    glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &max);
159
160    TRACE("max 3d texture size: %d", max);
161}
162
163void Texture3D::checkMaxUnit()
164{
165    int max;
166    glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &max);
167
168    TRACE("max texture units: %d", max);
169}
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