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/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkTextureObject.h

  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.

=========================================================================*/
// .NAME vtkTextureObject - abstracts an OpenGL texture object.
// .SECTION Description
// vtkTextureObject represents an OpenGL texture object. It provides API to
// create textures using data already loaded into pixel buffer objects. It can
// also be used to create textures without uploading any data.
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#ifndef vtkTextureObject_h
#define vtkTextureObject_h
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#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkObject.h"
#include "vtkWeakPointer.h" // for render context

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class vtkWindow;
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class vtkShaderProgram;
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class vtkOpenGLRenderWindow;
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namespace vtkgl
{
class VertexArrayObject;
class CellBO;
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class BufferObject;
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}
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#if GL_ES_VERSION_2_0 != 1 || GL_ES_VERSION_3_0 == 1
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class vtkPixelBufferObject;
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#endif
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class VTKRENDERINGOPENGL2_EXPORT vtkTextureObject : public vtkObject
{
public:

  // DepthTextureCompareFunction values.
  enum
  {
    Lequal=0, // r=R<=Dt ? 1.0 : 0.0
    Gequal, // r=R>=Dt ? 1.0 : 0.0
    Less, // r=R<D_t ? 1.0 : 0.0
    Greater, // r=R>Dt ? 1.0 : 0.0
    Equal, // r=R==Dt ? 1.0 : 0.0
    NotEqual, // r=R!=Dt ? 1.0 : 0.0
    AlwaysTrue, //  r=1.0 // WARNING "Always" is macro defined in X11/X.h...
    Never, // r=0.0
    NumberOfDepthTextureCompareFunctions
  };

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// ClampToBorder is not supported in ES 2.0
// Wrap values.
#if GL_ES_VERSION_2_0 != 1
  enum
  {
    ClampToEdge=0,
    Repeat,
    MirroredRepeat,
    ClampToBorder,
    NumberOfWrapModes
  };
#else
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  enum
  {
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    ClampToEdge=0,
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    Repeat,
    MirroredRepeat,
    NumberOfWrapModes
  };
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#endif
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  // MinificationFilter values.
  enum
  {
    Nearest=0,
    Linear,
    NearestMipmapNearest,
    NearestMipmapLinear,
    LinearMipmapNearest,
    LinearMipmapLinear,
    NumberOfMinificationModes
  };

  // Internal depth format
  enum
  {
    Native=0, // will try to match with the depth buffer format.
    Fixed16,
    Fixed24,
    Fixed32,
    Float32,
    NumberOfDepthFormats
  };

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  // Internal alpha format
  enum
  {
    alpha=0,
    alpha8,
    alpha16,
    NumberOfAlphaFormats
  };

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  // Depth mode formats
  enum
  {
    DepthAlpha=0,
    DepthLuminance,
    DepthIntensity,
    NumberOfDepthModeFormats
  };

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  static vtkTextureObject* New();
  vtkTypeMacro(vtkTextureObject, vtkObject);
  void PrintSelf(ostream& os, vtkIndent indent);

  // Description:
  // Get/Set the context. This does not increase the reference count of the
  // context to avoid reference loops.
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  //
  // {
  // this->TextureObject = vtkTextureObject::New();
  // }SetContext() may raise an error is the OpenGL context does not support the
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  // required OpenGL extensions.
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  void SetContext(vtkOpenGLRenderWindow*);
  vtkOpenGLRenderWindow* GetContext();
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  // Description:
  // Get the texture dimensions.
  // These are the properties of the OpenGL texture this instance represents.
  vtkGetMacro(Width, unsigned int);
  vtkGetMacro(Height, unsigned int);
  vtkGetMacro(Depth, unsigned int);
  vtkGetMacro(Components, int);
  unsigned int GetTuples()
  { return this->Width*this->Height*this->Depth; }

  vtkGetMacro(NumberOfDimensions, int);

  // Description:
  // Returns OpenGL texture target to which the texture is/can be bound.
  vtkGetMacro(Target, unsigned int);

  // Description:
  // Returns the OpenGL handle.
  vtkGetMacro(Handle, unsigned int);

  // Description:
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  // Return the texture unit used for this texture
  int GetTextureUnit();

  // Description:
  // Bind UnBind The texture must have been created using Create().
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  // A side affect is that tex paramteres are sent.
  // RenderWindow must be set before calling this.
  void Bind();
  void UnBind();

  // Description:
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  // Activate and Bind the texture
  void Activate();
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  // Description:
  // Deactivate and UnBind the texture
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  void Deactivate();
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  // Description:
  // Deactivate and UnBind the texture
  void ReleaseGraphicsResources(vtkWindow *win);
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  // Description:
  // Tells if the texture object is bound to the active texture image unit.
  // (a texture object can be bound to multiple texture image unit).
  bool IsBound();

  // Description:
  // Send all the texture object parameters to the hardware if not done yet.
  // Parameters are automatically sent as a side affect of Bind. Disable
  // this by setting AutoParameters 0.
  // \pre is_bound: IsBound()
  void SendParameters();
  vtkSetMacro(AutoParameters, int);
  vtkGetMacro(AutoParameters, int);

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  // Description:
  // Create a 2D texture from client memory
  // numComps must be in [1-4].
  bool Create2DFromRaw(unsigned int width, unsigned int height,
                       int numComps,  int dataType, void *data);

  // Description:
  // Create a 2D depth texture using a raw pointer.
  // This is a blocking call. If you can, use PBO instead.
  bool CreateDepthFromRaw(unsigned int width, unsigned int height,
                          int internalFormat, int rawType,
                          void *raw);

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// 1D  textures are not supported in ES 2.0 or 3.0
#if GL_ES_VERSION_2_0 != 1
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  // Description:
  // Create a 1D texture using the PBO.
  // Eventually we may start supporting creating a texture from subset of data
  // in the PBO, but for simplicity we'll begin with entire PBO data.
  // numComps must be in [1-4].
  // shaderSupportsTextureInt is true if the shader has an alternate
  // implementation supporting sampler with integer values.
  // Even if the card supports texture int, it does not mean that
  // the implementor of the shader made a version that supports texture int.
  bool Create1D(int numComps,
                vtkPixelBufferObject *pbo,
                bool shaderSupportsTextureInt);

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  // Description:
  // Create 1D texture from client memory
  bool Create1DFromRaw(unsigned int width, int numComps,
                       int dataType, void *data);
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  // Description:
  // Create a 1D alpha texture using a raw pointer.
  // This is a blocking call. If you can, use PBO instead.
  bool CreateAlphaFromRaw(unsigned int width,
                          int internalFormat,
                          int rawType,
                          void *raw);
#endif

// PBO's, and 3D textures are not supported in ES 2.0
#if GL_ES_VERSION_2_0 != 1 || GL_ES_VERSION_3_0 == 1
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  // Description:
  // Create a 2D texture using the PBO.
  // Eventually we may start supporting creating a texture from subset of data
  // in the PBO, but for simplicity we'll begin with entire PBO data.
  // numComps must be in [1-4].
  bool Create2D(unsigned int width, unsigned int height, int numComps,
                vtkPixelBufferObject *pbo,
                bool shaderSupportsTextureInt);

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  // Description:
  // Create a 3D texture using the PBO.
  // Eventually we may start supporting creating a texture from subset of data
  // in the PBO, but for simplicity we'll begin with entire PBO data.
  // numComps must be in [1-4].
  bool Create3D(unsigned int width, unsigned int height, unsigned int depth,
                int numComps, vtkPixelBufferObject *pbo,
                bool shaderSupportsTextureInt);
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  // Description:
  // Create a 3D texture from client memory
  // numComps must be in [1-4].
  bool Create3DFromRaw(unsigned int width, unsigned int height,
                       unsigned int depth, int numComps,
                       int dataType, void *data);

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  // Description:
  // This is used to download raw data from the texture into a pixel bufer. The
  // pixel buffer API can then be used to download the pixel buffer data to CPU
  // arrays. The caller takes on the responsibility of deleting the returns
  // vtkPixelBufferObject once it done with it.
  vtkPixelBufferObject* Download();

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  // Description:
  // Create a 2D depth texture using a PBO.
  // \pre: valid_internalFormat: internalFormat>=0 && internalFormat<NumberOfDepthFormats
  bool CreateDepth(unsigned int width,
                   unsigned int height,
                   int internalFormat,
                   vtkPixelBufferObject *pbo);

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  // Description:
  // Create a texture buffer basically a 1D texture that can be
  // very large for passing data into the fragment shader
  bool CreateTextureBuffer(unsigned int numValues, int numComps,
                           int dataType, vtkgl::BufferObject *bo);

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#endif

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  // Description:
  // Create a 2D depth texture but does not initialize its values.
  bool AllocateDepth(unsigned int width,unsigned int height,
                     int internalFormat);

  // Description:
  // Create a 1D color texture but does not initialize its values.
  // Internal format is deduced from numComps and vtkType.
  bool Allocate1D(unsigned int width, int numComps,int vtkType);

  // Description:
  // Create a 2D color texture but does not initialize its values.
  // Internal format is deduced from numComps and vtkType.
  bool Allocate2D(unsigned int width,unsigned int height, int numComps,
                  int vtkType);

  // Description:
  // Create a 3D color texture but does not initialize its values.
  // Internal format is deduced from numComps and vtkType.
  bool Allocate3D(unsigned int width,unsigned int height,
                  unsigned int depth, int numComps,
                  int vtkType);


  // Description:
  // Create texture without uploading any data.
  bool Create2D(unsigned int width, unsigned int height, int numComps,
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                int vtktype, bool shaderSupportsTextureInt);
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  bool Create3D(unsigned int width, unsigned int height, unsigned int depth,
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                int numComps, int vtktype, bool shaderSupportsTextureInt);
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  // Description:
  // Get the data type for the texture as a vtk type int i.e. VTK_INT etc.
  int GetVTKDataType();

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  // Description:
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  // Get the data type for the texture as GLenum type.
  int GetDataType(int vtk_scalar_type);
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  void SetDataType(unsigned int glType);
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  // Description:
  // Get/Set internal format (OpenGL internal format) that should
  // be used.
  // (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml)
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  unsigned int GetInternalFormat(int vtktype, int numComps,
                                 bool shaderSupportsTextureInt);
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  void SetInternalFormat(unsigned int glInternalFormat);

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  // Description:
  // Get/Set format (OpenGL internal format) that should
  // be used.
  // (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml)
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  unsigned int GetFormat(int vtktype, int numComps,
                         bool shaderSupportsTextureInt);
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  void SetFormat(unsigned int glFormat);

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  // Description:
  // Reset format, internal format, and type of the texture.
  //
  // This method is useful when a texture is reused in a
  // context same as the previous render call. In such
  // cases, texture destruction does not happen and therefore
  // previous set values are used.
  void ResetFormatAndType();

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  unsigned int GetDepthTextureModeFormat(int vtktype);
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  unsigned int GetMinificationFilterMode(int vtktype);
  unsigned int GetMagnificationFilterMode(int vtktype);
  unsigned int GetWrapSMode(int vtktype);
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  unsigned int GetWrapTMode(int vtktype);
  unsigned int GetWrapRMode(int vtktype);
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  // Description:
  // Optional, require support for floating point depth buffer
  // formats. If supported extensions will be loaded, however
  // loading will fail if the extension is required but not
  // available.
  vtkSetMacro(RequireDepthBufferFloat, bool);
  vtkGetMacro(RequireDepthBufferFloat, bool);
  vtkGetMacro(SupportsDepthBufferFloat, bool);

  // Description:
  // Optional, require support for floating point texture
  // formats. If supported extensions will be loaded, however
  // loading will fail if the extension is required but not
  // available.
  vtkSetMacro(RequireTextureFloat,bool);
  vtkGetMacro(RequireTextureFloat,bool);
  vtkGetMacro(SupportsTextureFloat,bool);

  // Description:
  // Optional, require support for integer texture
  // formats. If supported extensions will be loaded, however
  // loading will fail if the extension is required but not
  // available.
  vtkSetMacro(RequireTextureInteger,bool);
  vtkGetMacro(RequireTextureInteger,bool);
  vtkGetMacro(SupportsTextureInteger,bool);

  // Description:
  // Wrap mode for the first texture coordinate "s"
  // Valid values are:
  // - Clamp
  // - ClampToEdge
  // - Repeat
  // - ClampToBorder
  // - MirroredRepeat
  // Initial value is Repeat (as in OpenGL spec)
  vtkGetMacro(WrapS,int);
  vtkSetMacro(WrapS,int);

  // Description:
  // Wrap mode for the first texture coordinate "t"
  // Valid values are:
  // - Clamp
  // - ClampToEdge
  // - Repeat
  // - ClampToBorder
  // - MirroredRepeat
  // Initial value is Repeat (as in OpenGL spec)
  vtkGetMacro(WrapT,int);
  vtkSetMacro(WrapT,int);

  // Description:
  // Wrap mode for the first texture coordinate "r"
  // Valid values are:
  // - Clamp
  // - ClampToEdge
  // - Repeat
  // - ClampToBorder
  // - MirroredRepeat
  // Initial value is Repeat (as in OpenGL spec)
  vtkGetMacro(WrapR,int);
  vtkSetMacro(WrapR,int);

  // Description:
  // Minification filter mode.
  // Valid values are:
  // - Nearest
  // - Linear
  // - NearestMipmapNearest
  // - NearestMipmapLinear
  // - LinearMipmapNearest
  // - LinearMipmapLinear
  // Initial value is Nearest (note initial value in OpenGL spec
  // is NearestMipMapLinear but this is error-prone because it makes the
  // texture object incomplete. ).
  vtkGetMacro(MinificationFilter,int);
  vtkSetMacro(MinificationFilter,int);

  // Description:
  // Magnification filter mode.
  // Valid values are:
  // - Nearest
  // - Linear
  // Initial value is Nearest
  vtkGetMacro(MagnificationFilter,int);
  vtkSetMacro(MagnificationFilter,int);

  // Description:
  // Tells if the magnification mode is linear (true) or nearest (false).
  // Initial value is false (initial value in OpenGL spec is true).
  void SetLinearMagnification(bool val)
  { this->SetMagnificationFilter(val?Linear:Nearest); }

  bool GetLinearMagnification()
  { return this->MagnificationFilter==Linear; }

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  // Description:
  // Border Color (RGBA). The values can be any valid float value,
  // if the gpu supports it. Initial value is (0.0f,0.0f,0.0f,0.0f)
  // , as in OpenGL spec.
  vtkSetVector4Macro(BorderColor,float);
  vtkGetVector4Macro(BorderColor,float);

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  // Description:
  // Lower-clamp the computed LOD against this value. Any float value is valid.
  // Initial value is -1000.0f, as in OpenGL spec.
  vtkSetMacro(MinLOD,float);
  vtkGetMacro(MinLOD,float);

  // Description:
  // Upper-clamp the computed LOD against this value. Any float value is valid.
  // Initial value is 1000.0f, as in OpenGL spec.
  vtkSetMacro(MaxLOD,float);
  vtkGetMacro(MaxLOD,float);

  // Description:
  // Level of detail of the first texture image. A texture object is a list of
  // texture images. It is a non-negative integer value.
  // Initial value is 0, as in OpenGL spec.
  vtkSetMacro(BaseLevel,int);
  vtkGetMacro(BaseLevel,int);

  // Description:
  // Level of detail of the first texture image. A texture object is a list of
  // texture images. It is a non-negative integer value.
  // Initial value is 1000, as in OpenGL spec.
  vtkSetMacro(MaxLevel,int);
  vtkGetMacro(MaxLevel,int);

  // Description:
  // Tells if the output of a texture unit with a depth texture uses
  // comparison or not.
  // Comparison happens between D_t the depth texture value in the range [0,1]
  // and with R the interpolated third texture coordinate clamped to range
  // [0,1]. The result of the comparison is noted `r'. If this flag is false,
  // r=D_t.
  // Initial value is false, as in OpenGL spec.
  // Ignored if the texture object is not a depth texture.
  vtkGetMacro(DepthTextureCompare,bool);
  vtkSetMacro(DepthTextureCompare,bool);

  // Description:
  // In case DepthTextureCompare is true, specify the comparison function in
  // use. The result of the comparison is noted `r'.
  // Valid values are:
  // - Value
  // - Lequal: r=R<=Dt ? 1.0 : 0.0
  // - Gequal: r=R>=Dt ? 1.0 : 0.0
  // - Less: r=R<D_t ? 1.0 : 0.0
  // - Greater: r=R>Dt ? 1.0 : 0.0
  // - Equal: r=R==Dt ? 1.0 : 0.0
  // - NotEqual: r=R!=Dt ? 1.0 : 0.0
  // - AlwaysTrue: r=1.0
  // - Never: r=0.0
  // If the magnification of minification factor are not nearest, percentage
  // closer filtering (PCF) is used: R is compared to several D_t and r is
  // the average of the comparisons (it is NOT the average of D_t compared
  // once to R).
  // Initial value is Lequal, as in OpenGL spec.
  // Ignored if the texture object is not a depth texture.
  vtkGetMacro(DepthTextureCompareFunction,int);
  vtkSetMacro(DepthTextureCompareFunction,int);

  // Description:
  // Tells the hardware to generate mipmap textures from the first texture
  // image at BaseLevel.
  // Initial value is false, as in OpenGL spec.
  vtkGetMacro(GenerateMipmap,bool);
  vtkSetMacro(GenerateMipmap,bool);

  // Description:
  // Returns if the context supports the required extensions. If flags
  // for optional extenisons are set then the test fails when support
  // for them is not found.
  static bool IsSupported(
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        vtkOpenGLRenderWindow* renWin,
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        bool requireTexFloat,
        bool requireDepthFloat,
        bool requireTexInt);

  // Description:
  // Check for feature support, without any optional features.
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  static bool IsSupported(vtkOpenGLRenderWindow* renWin)
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    { return vtkTextureObject::IsSupported(renWin, false, false, false); }

  // Description:
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  // Copy the texture (src) in the current framebuffer.  A variety of
  // signatures based on what you want to do
  // Copy the entire texture to the entire current viewport
  void CopyToFrameBuffer(vtkShaderProgram *program,
                         vtkgl::VertexArrayObject *vao);
  // part of a texture to part of a viewport, scaling as needed
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  void CopyToFrameBuffer(int srcXmin, int srcYmin,
                         int srcXmax, int srcYmax,
                         int dstXmin, int dstYmin,
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                         int dstXmax, int dstYmax,
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                         int dstSizeX, int dstSizeY,
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                         vtkShaderProgram *program,
                         vtkgl::VertexArrayObject *vao
                         );
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  // copy part of a texure to part of a viewport, no scalaing
  void CopyToFrameBuffer(int srcXmin, int srcYmin,
                         int srcXmax, int srcYmax,
                         int dstXmin, int dstYmin,
                         int dstSizeX, int dstSizeY,
                         vtkShaderProgram *program,
                         vtkgl::VertexArrayObject *vao
                         );
  // copy a texture to a quad using the provided tcoords and verts
  void CopyToFrameBuffer(float *tcoords, float *verts,
                         vtkShaderProgram *program,
                         vtkgl::VertexArrayObject *vao
                         );
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  // Description:
  // Copy a sub-part of a logical buffer of the framebuffer (color or depth)
  // to the texture object. src is the framebuffer, dst is the texture.
  // (srcXmin,srcYmin) is the location of the lower left corner of the
  // rectangle in the framebuffer. (dstXmin,dstYmin) is the location of the
  // lower left corner of the rectangle in the texture. width and height
  // specifies the size of the rectangle in pixels.
  // If the logical buffer is a color buffer, it has to be selected first with
  // glReadBuffer().
  // \pre is2D: GetNumberOfDimensions()==2
  void CopyFromFrameBuffer(int srcXmin,
                           int srcYmin,
                           int dstXmin,
                           int dstYmin,
                           int width,
                           int height);



protected:
  vtkTextureObject();
  ~vtkTextureObject();

  // Description:
  // Load all necessary extensions.
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  bool LoadRequiredExtensions(vtkOpenGLRenderWindow *renWin);
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  // Description:
  // Creates a texture handle if not already created.
  void CreateTexture();

  // Description:
  // Destroy the texture.
  void DestroyTexture();

  int NumberOfDimensions;
  unsigned int Width;
  unsigned int Height;
  unsigned int Depth;

  unsigned int Target; // GLenum
  unsigned int Format; // GLenum
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  unsigned int InternalFormat; // GLenum
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  unsigned int Type; // GLenum
  int Components;

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  vtkWeakPointer<vtkOpenGLRenderWindow> Context;
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  unsigned int Handle;
  bool RequireTextureInteger;
  bool SupportsTextureInteger;
  bool RequireTextureFloat;
  bool SupportsTextureFloat;
  bool RequireDepthBufferFloat;
  bool SupportsDepthBufferFloat;

  int WrapS;
  int WrapT;
  int WrapR;
  int MinificationFilter;
  int MagnificationFilter;
  bool LinearMagnification;

  float MinLOD;
  float MaxLOD;
  int BaseLevel;
  int MaxLevel;
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  float BorderColor[4];
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  bool DepthTextureCompare;
  int DepthTextureCompareFunction;

  bool GenerateMipmap;

  int AutoParameters;
  vtkTimeStamp SendParametersTime;

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  // used for copying to framebuffer
  vtkgl::CellBO *ShaderProgram;
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  // for texturebuffers we hold on to the Buffer
  vtkgl::BufferObject *BufferObject;

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private:
  vtkTextureObject(const vtkTextureObject&); // Not implemented.
  void operator=(const vtkTextureObject&); // Not implemented.
};

#endif