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#ifndef Magnum_CubeMapTexture_h
#define Magnum_CubeMapTexture_h
/*
15 years ago
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
15 years ago
* @brief Class Magnum::CubeMapTexture
*/
#include "Texture.h"
namespace Magnum {
/**
@brief Cube map texture
%Texture used mainly for environemnt maps, consisting of 6 square textures
generating 6 faces of the cube as following. Note that all images must be
turned upside down (+Y is top):
+----+
| -Y |
+----+----+----+----+
| -Z | -X | +Z | +X |
+----+----+----+----+
| +Y |
+----+
14 years ago
When using cube map texture in the shader, use `samplerCube`. Unlike classic
textures, coordinates for cube map textures is signed three-part vector from
the center of the cube, which intersects one of the six sides of the cube map.
See Texture documentation for more information about usage.
14 years ago
@todo The wrap mode is 3D, not 2D! http://www.opengl.org/wiki/Common_Mistakes#Creating_a_Cubemap_Texture
*/
class CubeMapTexture: public Texture2D {
public:
/** @brief Cube map coordinate */
enum Coordinate: GLenum {
PositiveX = GL_TEXTURE_CUBE_MAP_POSITIVE_X,
NegativeX = GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
PositiveY = GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
NegativeY = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
PositiveZ = GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
NegativeZ = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
};
/**
* @brief Constructor
* @param layer Texture layer (number between 0 and 31)
*
* Creates texture with target Target::CubeMap.
*/
inline CubeMapTexture(GLint layer = 0): Texture(layer, Target::CubeMap) {}
template<class T> void setData(GLint mipLevel, InternalFormat internalFormat, T* image) = delete;
template<class T> void setSubData(GLint mipLevel, const Math::Vector<GLint, Dimensions>& offset, T* image) = delete;
/**
* @copydetails Texture::setData(GLint, InternalFormat, T*)
* @param coordinate Coordinate
*/
template<class T> inline void setData(Coordinate coordinate, GLint mipLevel, InternalFormat internalFormat, T* image) {
bind();
DataHelper<Dimensions>::set(static_cast<Target>(coordinate), mipLevel, internalFormat, image);
}
/**
* @copydoc Texture::setSubData(GLint, const Math::Vector<GLint, Dimensions>&, T*)
* @param coordinate Coordinate
*/
template<class T> inline void setSubData(Coordinate coordinate, GLint mipLevel, const Math::Vector<GLint, Dimensions>& offset, const T* image) {
bind();
DataHelper<Dimensions>::setSub(static_cast<Target>(coordinate), mipLevel, offset, image);
}
};
}
#endif