Cloned library of VTK-5.0.0 with extra build files for internal package management.
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/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: vtkOpenGLTexture.cxx,v $
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 "vtkOpenGLTexture.h"
#include "vtkImageData.h"
#include "vtkLookupTable.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLRenderer.h"
#include "vtkPointData.h"
#include "vtkRenderWindow.h"
#include "vtkOpenGLRenderWindow.h"
#include "vtkOpenGL.h"
#include <math.h>
#ifndef VTK_IMPLEMENT_MESA_CXX
vtkCxxRevisionMacro(vtkOpenGLTexture, "$Revision: 1.56 $");
vtkStandardNewMacro(vtkOpenGLTexture);
#endif
// Initializes an instance, generates a unique index.
vtkOpenGLTexture::vtkOpenGLTexture()
{
this->Index = 0;
this->RenderWindow = 0;
}
vtkOpenGLTexture::~vtkOpenGLTexture()
{
this->RenderWindow = NULL;
}
// Release the graphics resources used by this texture.
void vtkOpenGLTexture::ReleaseGraphicsResources(vtkWindow *renWin)
{
if (this->Index && renWin)
{
((vtkRenderWindow *) renWin)->MakeCurrent();
#ifdef GL_VERSION_1_1
// free any textures
if (glIsTexture(this->Index))
{
GLuint tempIndex;
tempIndex = this->Index;
// NOTE: Sun's OpenGL seems to require disabling of texture before delete
glDisable(GL_TEXTURE_2D);
glDeleteTextures(1, &tempIndex);
}
#else
if (glIsList(this->Index))
{
glDeleteLists(this->Index,1);
}
#endif
}
this->Index = 0;
this->RenderWindow = NULL;
this->Modified();
}
// Implement base class method.
void vtkOpenGLTexture::Load(vtkRenderer *ren)
{
GLenum format = GL_LUMINANCE;
vtkImageData *input = this->GetInput();
// need to reload the texture
if (this->GetMTime() > this->LoadTime.GetMTime() ||
input->GetMTime() > this->LoadTime.GetMTime() ||
(this->GetLookupTable() && this->GetLookupTable()->GetMTime () >
this->LoadTime.GetMTime()) ||
ren->GetRenderWindow() != this->RenderWindow)
{
int bytesPerPixel;
int *size;
vtkDataArray *scalars;
unsigned char *dataPtr;
int rowLength;
unsigned char *resultData=NULL;
int xsize, ysize;
unsigned short xs,ys;
GLuint tempIndex=0;
// get some info
size = input->GetDimensions();
scalars = input->GetPointData()->GetScalars();
// make sure scalars are non null
if (!scalars)
{
vtkErrorMacro(<< "No scalar values found for texture input!");
return;
}
bytesPerPixel = scalars->GetNumberOfComponents();
// make sure using unsigned char data of color scalars type
if (this->MapColorScalarsThroughLookupTable ||
scalars->GetDataType() != VTK_UNSIGNED_CHAR )
{
dataPtr = this->MapScalarsToColors (scalars);
bytesPerPixel = 4;
}
else
{
dataPtr = static_cast<vtkUnsignedCharArray *>(scalars)->GetPointer(0);
}
// we only support 2d texture maps right now
// so one of the three sizes must be 1, but it
// could be any of them, so lets find it
if (size[0] == 1)
{
xsize = size[1]; ysize = size[2];
}
else
{
xsize = size[0];
if (size[1] == 1)
{
ysize = size[2];
}
else
{
ysize = size[1];
if (size[2] != 1)
{
vtkErrorMacro(<< "3D texture maps currently are not supported!");
return;
}
}
}
// xsize and ysize must be a power of 2 in OpenGL
xs = (unsigned short)xsize;
ys = (unsigned short)ysize;
while (!(xs & 0x01))
{
xs = xs >> 1;
}
while (!(ys & 0x01))
{
ys = ys >> 1;
}
// -- decide whether the texture needs to be resampled --
int resampleNeeded = 0;
// if not a power of two then resampling is required
if ((xs > 1)||(ys > 1))
{
resampleNeeded = 1;
}
GLint maxDimGL;
glGetIntegerv(GL_MAX_TEXTURE_SIZE,&maxDimGL);
// if larger than permitted by the graphics library then must resample
if ( xsize > maxDimGL || ysize > maxDimGL )
{
vtkDebugMacro( "Texture too big for gl, maximum is " << maxDimGL);
resampleNeeded = 1;
}
if ( resampleNeeded )
{
vtkDebugMacro(<< "Resampling texture to power of two for OpenGL");
resultData = this->ResampleToPowerOfTwo(xsize, ysize, dataPtr,
bytesPerPixel);
}
// format the data so that it can be sent to opengl
// each row must be a multiple of 4 bytes in length
// the best idea is to make your size a multiple of 4
// so that this conversion will never be done.
rowLength = ((xsize*bytesPerPixel +3 )/4)*4;
if (rowLength == xsize*bytesPerPixel)
{
if ( resultData == NULL )
{
resultData = dataPtr;
}
}
else
{
int col;
unsigned char *src,*dest;
int srcLength;
srcLength = xsize*bytesPerPixel;
resultData = new unsigned char [rowLength*ysize];
src = dataPtr;
dest = resultData;
for (col = 0; col < ysize; col++)
{
memcpy(dest,src,srcLength);
src += srcLength;
dest += rowLength;
}
}
// free any old display lists (from the old context)
if (this->RenderWindow)
{
this->ReleaseGraphicsResources(this->RenderWindow);
}
this->RenderWindow = ren->GetRenderWindow();
// make the new context current before we mess with opengl
this->RenderWindow->MakeCurrent();
// define a display list for this texture
// get a unique display list id
#ifdef GL_VERSION_1_1
glGenTextures(1, &tempIndex);
this->Index = (long) tempIndex;
glBindTexture(GL_TEXTURE_2D, this->Index);
#else
this->Index = glGenLists(1);
glDeleteLists ((GLuint) this->Index, (GLsizei) 0);
glNewList ((GLuint) this->Index, GL_COMPILE);
#endif
((vtkOpenGLRenderWindow *)(ren->GetRenderWindow()))->RegisterTextureResource( this->Index );
if (this->Interpolate)
{
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR );
}
else
{
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
}
if (this->Repeat)
{
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
}
else
{
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
}
int internalFormat = bytesPerPixel;
switch (bytesPerPixel)
{
case 1: format = GL_LUMINANCE; break;
case 2: format = GL_LUMINANCE_ALPHA; break;
case 3: format = GL_RGB; break;
case 4: format = GL_RGBA; break;
}
// if we are using OpenGL 1.1, you can force 32 or16 bit textures
#ifdef GL_VERSION_1_1
if (this->Quality == VTK_TEXTURE_QUALITY_32BIT)
{
switch (bytesPerPixel)
{
case 1: internalFormat = GL_LUMINANCE8; break;
case 2: internalFormat = GL_LUMINANCE8_ALPHA8; break;
case 3: internalFormat = GL_RGB8; break;
case 4: internalFormat = GL_RGBA8; break;
}
}
else if (this->Quality == VTK_TEXTURE_QUALITY_16BIT)
{
switch (bytesPerPixel)
{
case 1: internalFormat = GL_LUMINANCE4; break;
case 2: internalFormat = GL_LUMINANCE4_ALPHA4; break;
case 3: internalFormat = GL_RGB4; break;
case 4: internalFormat = GL_RGBA4; break;
}
}
#endif
glTexImage2D( GL_TEXTURE_2D, 0 , internalFormat,
xsize, ysize, 0, format,
GL_UNSIGNED_BYTE, (const GLvoid *)resultData );
#ifndef GL_VERSION_1_1
glEndList ();
#endif
// modify the load time to the current time
this->LoadTime.Modified();
// free memory
if (resultData != dataPtr)
{
delete [] resultData;
}
}
// execute the display list that uses creates the texture
#ifdef GL_VERSION_1_1
glBindTexture(GL_TEXTURE_2D, this->Index);
#else
glCallList ((GLuint) this->Index);
#endif
// don't accept fragments if they have zero opacity. this will stop the
// zbuffer from be blocked by totally transparent texture fragments.
glAlphaFunc (GL_GREATER, (GLclampf) 0);
glEnable (GL_ALPHA_TEST);
// now bind it
glEnable(GL_TEXTURE_2D);
}
static int FindPowerOfTwo(int i)
{
int size;
for ( i--, size=1; i > 0; size*=2 )
{
i /= 2;
}
// [these lines added by Tim Hutton (implementing Joris Vanden Wyngaerd's suggestions)]
// limit the size of the texture to the maximum allowed by OpenGL
// (slightly more graceful than texture failing but not ideal)
GLint maxDimGL;
glGetIntegerv(GL_MAX_TEXTURE_SIZE,&maxDimGL);
if ( size > maxDimGL )
{
size = maxDimGL ;
}
// end of Tim's additions
return size;
}
// Creates resampled unsigned char texture map that is a power of two in bith x and y.
unsigned char *vtkOpenGLTexture::ResampleToPowerOfTwo(int &xs, int &ys, unsigned char *dptr,
int bpp)
{
unsigned char *tptr, *p, *p1, *p2, *p3, *p4;
int xsize, ysize, i, j, k, jOffset, iIdx, jIdx;
float pcoords[3], hx, hy, rm, sm, w0, w1, w2, w3;
xsize = FindPowerOfTwo(xs);
ysize = FindPowerOfTwo(ys);
hx = (float)(xs - 1.0) / (xsize - 1.0);
hy = (float)(ys - 1.0) / (ysize - 1.0);
tptr = p = new unsigned char[xsize*ysize*bpp];
//Resample from the previous image. Compute parametric coordinates and interpolate
for (j=0; j < ysize; j++)
{
pcoords[1] = j*hy;
jIdx = (int)pcoords[1];
if ( jIdx >= (ys-1) ) //make sure to interpolate correctly at edge
{
jIdx = ys - 2;
pcoords[1] = 1.0;
}
else
{
pcoords[1] = pcoords[1] - jIdx;
}
jOffset = jIdx*xs;
sm = 1.0 - pcoords[1];
for (i=0; i < xsize; i++)
{
pcoords[0] = i*hx;
iIdx = (int)pcoords[0];
if ( iIdx >= (xs-1) )
{
iIdx = xs - 2;
pcoords[0] = 1.0;
}
else
{
pcoords[0] = pcoords[0] - iIdx;
}
rm = 1.0 - pcoords[0];
// Get pointers to 4 surrounding pixels
p1 = dptr + bpp*(iIdx + jOffset);
p2 = p1 + bpp;
p3 = p1 + bpp*xs;
p4 = p3 + bpp;
// Compute interpolation weights interpolate components
w0 = rm*sm;
w1 = pcoords[0]*sm;
w2 = rm*pcoords[1];
w3 = pcoords[0]*pcoords[1];
for (k=0; k < bpp; k++)
{
*p++ = (unsigned char) (p1[k]*w0 + p2[k]*w1 + p3[k]*w2 + p4[k]*w3);
}
}
}
xs = xsize;
ys = ysize;
return tptr;
}
void vtkOpenGLTexture::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
}