source: nanovis/trunk/Texture3D.cpp @ 5064

Last change on this file since 5064 was 3611, checked in by ldelgass, 12 years ago

Use nv namespace for classes in nanovis rather than prefixing class names with
Nv (still need to convert shader classes).

  • 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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