Description
Collection of texture related operations.
Variables
Functions
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PixelFormatGL |
pixelFormatToGLPixelFormat(const Util::AttributeFormat & pixelFormat) |
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Util::AttributeFormat |
glPixelFormatToPixelFormat(const PixelFormatGL & glPixelFormat) |
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uint32_t |
textureTypeToGLTextureType( TextureType type) |
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Util::Reference < Texture > |
createStdCubeTexture(uint32_t width, bool alpha) |
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Util::Reference < Texture > |
createHDRCubeTexture(uint32_t width, bool alpha) |
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Util::Reference < Texture > |
createStdTexture(uint32_t width, uint32_t height, bool alpha) |
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Util::Reference < Texture > |
createNoiseTexture(uint32_t width, uint32_t height, bool alpha, float scaling) |
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Util::Reference < Texture > |
createHDRTexture(uint32_t width, uint32_t height, bool alpha) |
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Util::Reference < Texture > |
createRedTexture(uint32_t width, uint32_t height, bool useByte) |
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Util::Reference < Texture > |
createDepthStencilTexture(uint32_t width, uint32_t height) |
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Util::Reference < Texture > |
createDepthTexture(uint32_t width, uint32_t height, uint32_t layers) |
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Util::Reference < Texture > |
createHDRDepthTexture(uint32_t width, uint32_t height, uint32_t layers) |
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Util::Reference < Texture > |
createMultisampleDepthTexture(uint32_t width, uint32_t height, uint32_t samples) |
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Util::Reference < Texture > |
createMultisampleTexture(uint32_t width, uint32_t height, bool alpha, uint32_t samples) |
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Util::Reference < Texture > |
createColorTexture( TextureType type, uint32_t sizeX, uint32_t sizeY, uint32_t numLayers, Util::TypeConstant dataType, uint8_t numComponents, bool filtering, bool clampToEdge, uint32_t samples) |
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Util::Reference < Texture > |
createDataTexture( TextureType type, uint32_t sizeX, uint32_t sizeY, uint32_t numLayers, Util::TypeConstant dataType, uint8_t numComponents) |
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Util::Reference < Texture > |
createTextureDataArray_Vec4(const uint32_t size) |
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Util::Reference < Texture > |
createChessTexture(uint32_t width, uint32_t height, int fieldSize_powOfTwo) |
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Util::Reference < Texture > |
createColorPalette(const std::vector< Util::Color4f > & colors) |
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Util::Reference < Texture > |
createTextureFromBitmap(const Util::Bitmap & bitmap, TextureType type, uint32_t numLayers, bool clampToEdge) |
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Util::Reference < Texture > |
createTextureFromRAW(const Util::FileName & filename, unsigned int type, bool flip_h) |
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Util::Reference < Texture > |
createTextureFromScreen(int xpos, int ypos, const Texture::Format & format) |
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Util::Reference < Texture > |
createTextureFromScreen(int xpos, int ypos, int width, int height, bool useAlpha) |
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void |
updateTextureFromScreen( RenderingContext & context, Texture & t, const Geometry::Rect_i & textureRect, int screenPosX, int screenPosY) |
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void |
updateTextureFromScreen( RenderingContext & context, Texture & t) |
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void |
drawTextureToScreen( RenderingContext & rc, const Geometry::Rect_i & screenRect, Texture & t, const Geometry::Rect_f & textureRect) |
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void |
drawTextureToScreen( RenderingContext & rc, const Geometry::Rect_i & screenRect, const std::vector< Texture * > & textures, const std::vector< Geometry::Rect_f > & textureRects) |
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bool |
compareTextures( Texture * t1, Texture * t2) |
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Util::Reference < Util::Bitmap > |
createBitmapFromTexture( RenderingContext & context, Texture & texture) the texture is downloaded to memory (if necessary), the proper Util-color format is chosen and the texture is flipped vertically. |
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Util::Reference < Util::Bitmap > |
createBitmapFromLocalTexture(const Texture & texture) like createBitmapFromTexture, but the texture is NOT downloaded, but a warning is issued if it should have been. |
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Util::Reference < Util::PixelAccessor > |
createColorPixelAccessor( RenderingContext & context, Texture & texture) Create a standard pixel accessor for reading color values. |
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Util::Reference < Util::PixelAccessor > |
createDepthPixelAccessor( RenderingContext & context, Texture & texture) Create a special pixel accessor for reading depth values. This has to be used for packed depth and stencil image formats. |
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Util::Reference < Util::PixelAccessor > |
createStencilPixelAccessor( RenderingContext & context, Texture & texture) Create a special pixel accessor for reading stencil values. This has to be used for packed depth and stencil image formats. |
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float |
minDepthDistance( RenderingContext & context, Texture & firstTex, Texture & secondTex) |
Documentation
variable
Rendering::TextureUtils::RAW_16BIT_BW
Defined in Rendering/Texture/TextureUtils.h:42
function
Rendering::TextureUtils::pixelFormatToGLPixelFormat
Defined in Rendering/Texture/TextureUtils.h:44
function
Rendering::TextureUtils::glPixelFormatToPixelFormat
Defined in Rendering/Texture/TextureUtils.h:45
function
Rendering::TextureUtils::textureTypeToGLTextureType
Defined in Rendering/Texture/TextureUtils.h:46
function
Rendering::TextureUtils::createStdCubeTexture
Defined in Rendering/Texture/TextureUtils.h:48
function
Rendering::TextureUtils::createHDRCubeTexture
Defined in Rendering/Texture/TextureUtils.h:49
function
Rendering::TextureUtils::createStdTexture
Defined in Rendering/Texture/TextureUtils.h:50
function
Rendering::TextureUtils::createNoiseTexture
Defined in Rendering/Texture/TextureUtils.h:51
function
Rendering::TextureUtils::createHDRTexture
Defined in Rendering/Texture/TextureUtils.h:52
function
Rendering::TextureUtils::createRedTexture
Defined in Rendering/Texture/TextureUtils.h:53
function
Rendering::TextureUtils::createDepthStencilTexture
Defined in Rendering/Texture/TextureUtils.h:54
function
Rendering::TextureUtils::createDepthTexture
Defined in Rendering/Texture/TextureUtils.h:55
function
Rendering::TextureUtils::createHDRDepthTexture
Defined in Rendering/Texture/TextureUtils.h:56
function
Rendering::TextureUtils::createMultisampleDepthTexture
Defined in Rendering/Texture/TextureUtils.h:57
function
Rendering::TextureUtils::createMultisampleTexture
Defined in Rendering/Texture/TextureUtils.h:58
function
Rendering::TextureUtils::createColorTexture
TextureType
== TextureType::TEXTURE_1D /2D/3D/1D_ARRAY/2D_ARRAY/CUBE_MAPnumComponents
== 1 || 2 || 3|| 4dataType
== FLOAT || UINT8 || UINT32 || INT32
Note: If the texture should be used as image(load and store), only 1,2,or 4 components are valid.
Defined in Rendering/Texture/TextureUtils.h:66
function
Rendering::TextureUtils::createDataTexture
numComponents
== 1 || 2 || 3|| 4dataType
== FLOAT || UINT8 || UINT32 || INT32
Note: no filtering is performed
Note: If the texture should be used as image(load and store), only 1,2,or 4 components are valid.
Defined in Rendering/Texture/TextureUtils.h:73
function
Rendering::TextureUtils::createTextureDataArray_Vec4
Defined in Rendering/Texture/TextureUtils.h:76
function
Rendering::TextureUtils::createChessTexture
Defined in Rendering/Texture/TextureUtils.h:77
function
Rendering::TextureUtils::createColorPalette
Defined in Rendering/Texture/TextureUtils.h:79
function
Rendering::TextureUtils::createTextureFromBitmap
Create a texture of the giventextureType
from the givenbitmap
.
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For textureType TEXTURE_1D and TEXTURE_2D, numLayers must be 1.
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For textureType TEXTURE_CUBE_MAP, numLayers must be 6.
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For textureType TEXTURE_CUBE_MAP_ARRAY, numLayers must be a multiple of 6.
Defined in Rendering/Texture/TextureUtils.h:85
function
Rendering::TextureUtils::createTextureFromRAW
Defined in Rendering/Texture/TextureUtils.h:86
function
Rendering::TextureUtils::createTextureFromScreen
Defined in Rendering/Texture/TextureUtils.h:87
function
Rendering::TextureUtils::createTextureFromScreen
Defined in Rendering/Texture/TextureUtils.h:88
function
Rendering::TextureUtils::updateTextureFromScreen
Defined in Rendering/Texture/TextureUtils.h:90
function
Rendering::TextureUtils::updateTextureFromScreen
Defined in Rendering/Texture/TextureUtils.h:91
function
Rendering::TextureUtils::drawTextureToScreen
Defined in Rendering/Texture/TextureUtils.h:92
function
Rendering::TextureUtils::drawTextureToScreen
Defined in Rendering/Texture/TextureUtils.h:93
function
Rendering::TextureUtils::compareTextures
Defined in Rendering/Texture/TextureUtils.h:98
function
Rendering::TextureUtils::createBitmapFromTexture
the texture is downloaded to memory (if necessary), the proper Util-color format is chosen and the texture is flipped vertically.
Defined in Rendering/Texture/TextureUtils.h:101
function
Rendering::TextureUtils::createBitmapFromLocalTexture
like createBitmapFromTexture, but the texture is NOT downloaded, but a warning is issued if it should have been.
Defined in Rendering/Texture/TextureUtils.h:104
function
Rendering::TextureUtils::createColorPixelAccessor
Create a standard pixel accessor for reading color values.
Defined in Rendering/Texture/TextureUtils.h:107
function
Rendering::TextureUtils::createDepthPixelAccessor
Create a special pixel accessor for reading depth values. This has to be used for packed depth and stencil image formats.
Defined in Rendering/Texture/TextureUtils.h:110
function
Rendering::TextureUtils::createStencilPixelAccessor
Create a special pixel accessor for reading stencil values. This has to be used for packed depth and stencil image formats.
Defined in Rendering/Texture/TextureUtils.h:113
function
Rendering::TextureUtils::minDepthDistance
Compares two depth texture and determines their minimal distance. Note: This method is heavily customized to support the snapping functionality implemented by getNodeToSceneDistance in scripts/Util/Picking_Utils.escipt. For the comparison the second texture is flipped horizontally and it’s values are inverted. In order to have a sound definition of a (positive) distance the implementation checks that the first texture lies completely behind the second one. If this is not the case -1.0f is returned. In case the two textures are disjoint (they don’t have a common pixel with a depth value unequal to the clearDepth-value) the method returns -2.0f.
Defined in Rendering/Texture/TextureUtils.h:123