source: trunk/packages/vizservers/nanovis/Texture3D.cpp @ 1984

Last change on this file since 1984 was 1984, checked in by gah, 9 years ago

Clean up debugging/printing traces

File size: 7.0 KB
Line 
1
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) 2004-2006  Purdue Research Foundation
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
17#include "Texture3D.h"
18#include "Trace.h"
19#include <stdio.h>
20#include <assert.h>
21#include <math.h>
22
23#include "config.h"
24
25Texture3D::Texture3D(){ id=0; gl_resource_allocated = false; }
26
27Texture3D::Texture3D(int width, int height, int depth, GLuint type=GL_FLOAT, GLuint interp=GL_LINEAR, int components=4)
28{
29    assert(type == GL_UNSIGNED_BYTE || type == GL_FLOAT|| type ==GL_UNSIGNED_INT);
30    assert(interp == GL_LINEAR || interp == GL_NEAREST);
31       
32    this->width = width;
33    this->height = height;
34    this->depth = depth;
35
36    //int m = (width > height) ? width : height;
37    //m = (m > depth) ? m : depth;
38
39    //int m = max(max(width, height), depth);
40    this->aspect_ratio_width = 1.;
41    this->aspect_ratio_height = (double)height/(double)width;
42    this->aspect_ratio_depth = (double)depth/(double)width;
43
44    //this->aspect_ratio_width = (double)width/(double)m;
45    //this->aspect_ratio_height = (double)height/(double)m;
46    //this->aspect_ratio_depth = (double)depth/(double)m;
47
48    this->type = type;
49    this->interp_type = interp;
50    this->n_components = components;
51
52    this->id = 0;
53    gl_resource_allocated = false;
54}
55
56void Texture3D::update(float* data)
57{
58    //load texture with 16 bit half floating point precision if card is 6 series NV40
59    //half float with linear interpolation is only supported by 6 series and up cards
60    //If NV40 not defined, data is quantized to 8-bit from 32-bit.
61    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
62
63    glBindTexture(GL_TEXTURE_3D, id);
64    assert(id != (GLuint)-1);
65
66    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
67    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
68    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
69
70    if(interp_type==GL_LINEAR){
71        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
72        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
73    }
74    else{
75        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
76        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
77    }
78
79    //to do: add handling to more formats
80    if(type==GL_FLOAT){
81        switch(n_components){
82#ifdef NV40
83        case 1:
84            glTexImage3D(GL_TEXTURE_3D, 0, GL_LUMINANCE16F_ARB, width, height, depth, 0, GL_LUMINANCE, GL_FLOAT, data);
85            break;
86        case 2:
87            glTexImage3D(GL_TEXTURE_3D, 0, GL_LUMINANCE_ALPHA16F_ARB, width, height, depth, 0, GL_LUMINANCE_ALPHA, GL_FLOAT, data);
88            break;
89        case 3:
90            glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB, width, height, depth, 0, GL_RGB, GL_FLOAT, data);
91            break;
92        case 4:
93            glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F_ARB, width, height, depth, 0, GL_RGBA, GL_FLOAT, data);
94            break;
95#else
96        case 1:
97            glTexImage3D(GL_TEXTURE_3D, 0, GL_LUMINANCE, width, height, depth, 0, GL_LUMINANCE, GL_FLOAT, data);
98            break;
99        case 2:
100            glTexImage3D(GL_TEXTURE_3D, 0, GL_LUMINANCE_ALPHA, width, height, depth, 0, GL_LUMINANCE_ALPHA, GL_FLOAT, data);
101            break;
102        case 3:
103            glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, width, height, depth, 0, GL_RGB, GL_FLOAT, data);
104            break;
105        case 4:
106            glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, width, height, depth, 0, GL_RGBA, GL_FLOAT, data);
107            break;
108#endif
109        default:
110            break;
111        }
112    }
113
114
115    assert(glGetError()==0);
116       
117    gl_resource_allocated = true;
118
119}
120
121GLuint Texture3D::initialize(float *data)
122{
123    if (id != 0) glDeleteTextures(1, &id);
124
125    //load texture with 16 bit half floating point precision if card is 6 series NV40
126    //half float with linear interpolation is only supported by 6 series and up cards
127    //If NV40 not defined, data is quantized to 8-bit from 32-bit.
128    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
129
130    glGenTextures(1, &id);
131    glBindTexture(GL_TEXTURE_3D, id);
132    assert(id != (GLuint)-1);
133
134    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
135    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
136    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
137
138    if(interp_type==GL_LINEAR){
139        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
140        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
141    }
142    else{
143        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
144        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
145    }
146
147    //to do: add handling to more formats
148    if(type==GL_FLOAT){
149        switch(n_components){
150#ifdef NV40
151        case 1:
152            glTexImage3D(GL_TEXTURE_3D, 0, GL_LUMINANCE16F_ARB, width, height, depth, 0, GL_LUMINANCE, GL_FLOAT, data);
153            break;
154        case 2:
155            glTexImage3D(GL_TEXTURE_3D, 0, GL_LUMINANCE_ALPHA16F_ARB, width, height, depth, 0, GL_LUMINANCE_ALPHA, GL_FLOAT, data);
156            break;
157        case 3:
158            glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB, width, height, depth, 0, GL_RGB, GL_FLOAT, data);
159            break;
160        case 4:
161            glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F_ARB, width, height, depth, 0, GL_RGBA, GL_FLOAT, data);
162            break;
163#else
164        case 1:
165            glTexImage3D(GL_TEXTURE_3D, 0, GL_LUMINANCE, width, height, depth, 0, GL_LUMINANCE, GL_FLOAT, data);
166            break;
167        case 2:
168            glTexImage3D(GL_TEXTURE_3D, 0, GL_LUMINANCE_ALPHA, width, height, depth, 0, GL_LUMINANCE_ALPHA, GL_FLOAT, data);
169            break;
170        case 3:
171            glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, width, height, depth, 0, GL_RGB, GL_FLOAT, data);
172            break;
173        case 4:
174            glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, width, height, depth, 0, GL_RGBA, GL_FLOAT, data);
175            break;
176#endif
177        default:
178            break;
179        }
180    }
181
182
183    assert(glGetError()==0);
184       
185    gl_resource_allocated = true;
186    return id;
187}
188
189void Texture3D::activate()
190{
191    glEnable(GL_TEXTURE_3D);
192    glBindTexture(GL_TEXTURE_3D, id);
193}
194
195void Texture3D::deactivate()
196{
197    glDisable(GL_TEXTURE_3D);           
198}
199
200Texture3D::~Texture3D()
201{
202    glDeleteTextures(1, &id);
203}
204
205void Texture3D::check_max_size(){
206    GLint max = 0;
207    glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &max);
208       
209    //printf("%d", glGetError());
210    TRACE("max 3d texture size: %d\n", max);
211}
212
213void Texture3D::check_max_unit(){
214    int max;
215    glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &max);
216
217    TRACE("max texture units: %d.\n", max);
218}
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