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#ifndef Magnum_CubeMapTextureArray_h
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#define Magnum_CubeMapTextureArray_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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/** @file
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* @brief Class @ref Magnum::CubeMapTextureArray
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*/
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#endif
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#include "Magnum/AbstractTexture.h"
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#include "Magnum/Array.h"
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#include "Magnum/Math/Vector3.h"
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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namespace Magnum {
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/**
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@brief Cube map texture array
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See @ref CubeMapTexture documentation for introduction.
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## Usage
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See @ref Texture documentation for introduction.
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Common usage is to specify each layer and face separately using @ref setSubImage().
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You have to allocate the memory for all layers and faces first by calling
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@ref setStorage(). Example: array with 4 layers of cube maps, each cube map
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consisting of six 64x64 images, i.e. 24 layers total:
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@code
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CubeMapTextureArray texture;
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texture.setMagnificationFilter(Sampler::Filter::Linear)
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// ...
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.setStorage(Math::log2(64)+1, TextureFormat::RGBA8, {64, 64, 24});
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for(std::size_t i = 0; i != 4; i += 6) {
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Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
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Image3D imagePositiveX(PixelFormat::RGBA, PixelType::UnsignedByte, {64, 64, 1}, data);
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// ...
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texture.setSubImage(0, Vector3i::zAxis(i+0), imagePositiveX);
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texture.setSubImage(0, Vector3i::zAxis(i+1), imageNegativeX);
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texture.setSubImage(0, Vector3i::zAxis(i+2), imagePositiveY);
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// ...
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}
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texture.generateMipmap();
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@endcode
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In shader, the texture is used via `samplerCubeArray`, `samplerCubeArrayShadow`,
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`isamplerCubeArray` or `usamplerCubeArray`. Unlike in classic textures,
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coordinates for cube map texture arrays is signed four-part vector. First three
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parts define vector from the center of the cube which intersects with one of
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the six sides of the cube map, fourth part is layer in the array. See
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@ref AbstractShaderProgram for more information about usage in shaders.
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@see @ref Renderer::Feature::SeamlessCubeMapTexture, @ref CubeMapTexture,
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@ref Texture, @ref TextureArray, @ref RectangleTexture, @ref BufferTexture,
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@ref MultisampleTexture
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@requires_gl40 Extension @extension{ARB,texture_cube_map_array}
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@requires_gles30 Not defined in OpenGL ES 2.0.
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@requires_es_extension Extension @es_extension{ANDROID,extension_pack_es31a}/
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@es_extension{EXT,texture_cube_map_array}
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@requires_gles Cube map texture arrays are not available in WebGL.
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*/
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class MAGNUM_EXPORT CubeMapTextureArray: public AbstractTexture {
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public:
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/**
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* @brief Max supported size of one side of cube map texture array
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*
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* The result is cached, repeated queries don't result in repeated
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* OpenGL calls. If @extension{ARB,texture_cube_map_array} (part of
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* OpenGL 4.0) is not available, returns zero vector.
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* @see @fn_gl{Get} with @def_gl{MAX_CUBE_MAP_TEXTURE_SIZE} and
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* @def_gl{MAX_ARRAY_TEXTURE_LAYERS}
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*/
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static Vector3i maxSize();
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#ifndef MAGNUM_TARGET_GLES
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/**
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* @copybrief Texture::compressedBlockSize()
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*
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* See @ref Texture::compressedBlockSize() for more information.
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* @requires_gl43 Extension @extension{ARB,internalformat_query2}
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* @requires_gl Compressed texture queries are not available in OpenGL
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* ES.
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*/
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static Vector2i compressedBlockSize(TextureFormat format) {
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return DataHelper<2>::compressedBlockSize(GL_TEXTURE_CUBE_MAP_ARRAY, format);
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}
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/**
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* @copybrief Texture::compressedBlockDataSize()
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*
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* See @ref Texture::compressedBlockDataSize() for more information.
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* @requires_gl43 Extension @extension{ARB,internalformat_query2}
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* @requires_gl Compressed texture queries are not available in OpenGL
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* ES.
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* @see @ref compressedBlockSize(), @fn_gl{Getinternalformat} with
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* @def_gl{TEXTURE_COMPRESSED_BLOCK_SIZE}
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*/
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static Int compressedBlockDataSize(TextureFormat format) {
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return AbstractTexture::compressedBlockDataSize(GL_TEXTURE_CUBE_MAP_ARRAY, format);
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}
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#endif
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/**
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* @brief Wrap existing OpenGL cube map array texture object
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* @param id OpenGL cube map array texture ID
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* @param flags Object creation flags
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*
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* The @p id is expected to be of an existing OpenGL texture object
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* with target @def_gl{TEXTURE_CUBE_MAP_ARRAY}. Unlike texture created
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* using constructor, the OpenGL object is by default not deleted on
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* destruction, use @p flags for different behavior.
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* @see @ref release()
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*/
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static CubeMapTextureArray wrap(GLuint id, ObjectFlags flags = {}) {
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return CubeMapTextureArray{id, flags};
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}
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/**
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* @brief Constructor
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*
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* Creates new OpenGL texture object. If @extension{ARB,direct_state_access}
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* (part of OpenGL 4.5) is not available, the texture is created on
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* first use.
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* @see @ref CubeMapTextureArray(NoCreateT), @ref wrap(),
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* @fn_gl{CreateTextures} with @def_gl{TEXTURE_CUBE_MAP_ARRAY},
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* eventually @fn_gl{GenTextures}
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*/
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explicit CubeMapTextureArray():
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#ifndef MAGNUM_TARGET_GLES
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AbstractTexture{GL_TEXTURE_CUBE_MAP_ARRAY} {}
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#else
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AbstractTexture{GL_TEXTURE_CUBE_MAP_ARRAY_EXT} {}
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#endif
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/**
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* @brief Construct without creating the underlying OpenGL object
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*
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* The constructed instance is equivalent to moved-from state. Useful
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* in cases where you will overwrite the instance later anyway. Move
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* another object over it to make it useful.
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* @see @ref CubeMapTextureArray(), @ref wrap()
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*/
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explicit CubeMapTextureArray(NoCreateT) noexcept:
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#ifndef MAGNUM_TARGET_GLES
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AbstractTexture{NoCreate, GL_TEXTURE_CUBE_MAP_ARRAY} {}
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#else
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AbstractTexture{NoCreate, GL_TEXTURE_CUBE_MAP_ARRAY_EXT} {}
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#endif
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/**
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* @copybrief Texture::setBaseLevel()
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setBaseLevel() for more information.
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*/
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CubeMapTextureArray& setBaseLevel(Int level) {
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AbstractTexture::setBaseLevel(level);
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return *this;
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}
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/**
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* @copybrief Texture::setMaxLevel()
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setMaxLevel() for more information.
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*/
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CubeMapTextureArray& setMaxLevel(Int level) {
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AbstractTexture::setMaxLevel(level);
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return *this;
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}
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/**
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* @copybrief Texture::setMinificationFilter()
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setMinificationFilter() for more information.
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*/
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CubeMapTextureArray& setMinificationFilter(Sampler::Filter filter, Sampler::Mipmap mipmap = Sampler::Mipmap::Base) {
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AbstractTexture::setMinificationFilter(filter, mipmap);
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return *this;
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}
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/**
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* @copybrief Texture::setMagnificationFilter()
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setMagnificationFilter() for more information.
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*/
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CubeMapTextureArray& setMagnificationFilter(Sampler::Filter filter) {
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AbstractTexture::setMagnificationFilter(filter);
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return *this;
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}
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/**
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* @copybrief Texture::setMinLod()
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setMinLod() for more information.
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*/
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CubeMapTextureArray& setMinLod(Float lod) {
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AbstractTexture::setMinLod(lod);
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return *this;
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}
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/**
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* @copybrief Texture::setMaxLod()
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setMaxLod() for more information.
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*/
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CubeMapTextureArray& setMaxLod(Float lod) {
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AbstractTexture::setMaxLod(lod);
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return *this;
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}
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#ifndef MAGNUM_TARGET_GLES
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/**
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* @copybrief Texture::setLodBias()
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setLodBias() for more information.
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* @requires_gl Texture LOD bias can be specified only directly in
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* fragment shader in OpenGL ES.
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*/
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CubeMapTextureArray& setLodBias(Float bias) {
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AbstractTexture::setLodBias(bias);
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return *this;
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}
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#endif
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/**
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* @copybrief Texture::setWrapping()
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setWrapping() for more information.
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*/
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Fixed texture wrapping for cube map and array textures (with story!).
The original problem was that I was using 3D wrapping mode (S, T, R) for
cube map textures, but GL_TEXTURE_WRAP_R was not defined on ES2 so it
seemed rather suspicious.
Google seems to be lost on this and most of the online tutorials seem to
be setting GL_TEXTURE_WRAP_R even for cube map textures, so I need to
investigate myself. As seen in the rather old ARB_texture_cube_map
extension, there is no new GL_TEXTURE_WRAP_R token added, it is defined
only for 3D textures and there is no apparent dependency between these
two. The wrap mode for cube maps is defined as follows:
* The sampler determines one of the six faces and then employs
conventional 2D texture mapping on given face.
Thus wrapping mode for CubeMapTexture is now changed to be only
two-dimensional (instead of 3D).
For texture arrays the mode is also only one- or two-dimensional (not
two- or three-dimensional), because, as said in the (also rather old)
EXT_texture_array extension, the texture layer is _always_
(independently of any sampling state) selected as follows:
l = clamp(round(t), 0, num_layers - 1)
Thus wrapping mode for Texture1DArray is now changed to be only
one-dimensional (instead of 2D) and for Texture2DArray only
two-dimensional (instead of 3D).
Wrapping for CubeMapTextureArray is now also two-dimensional instead of
3D (with the original way of thinking it would have needed to be 4D!).
11 years ago
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CubeMapTextureArray& setWrapping(const Array2D<Sampler::Wrapping>& wrapping) {
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DataHelper<2>::setWrapping(*this, wrapping);
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return *this;
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}
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/**
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* @copybrief Texture::setBorderColor(const Color4&)
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setBorderColor(const Color4&) for more
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* information.
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* @requires_es_extension Extension @es_extension{ANDROID,extension_pack_es31a}/
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* @es_extension{EXT,texture_border_clamp} or
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* @es_extension{NV,texture_border_clamp}
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*/
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CubeMapTextureArray& setBorderColor(const Color4& color) {
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AbstractTexture::setBorderColor(color);
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return *this;
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}
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/**
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* @copybrief Texture::setBorderColor(const Vector4ui&)
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setBorderColor(const Vector4ui&) for more
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* information.
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* @requires_gl30 Extension @extension{EXT,texture_integer}
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* @requires_es_extension Extension @es_extension{ANDROID,extension_pack_es31a}/
|
|
|
|
|
* @es_extension{EXT,texture_border_clamp}
|
|
|
|
|
*/
|
|
|
|
|
CubeMapTextureArray& setBorderColor(const Vector4ui& color) {
|
|
|
|
|
AbstractTexture::setBorderColor(color);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
* @requires_gl30 Extension @extension{EXT,texture_integer}
|
|
|
|
|
* @requires_es_extension Extension @es_extension{ANDROID,extension_pack_es31a}/
|
|
|
|
|
* @es_extension{EXT,texture_border_clamp}
|
|
|
|
|
*/
|
|
|
|
|
CubeMapTextureArray& setBorderColor(const Vector4i& color) {
|
|
|
|
|
AbstractTexture::setBorderColor(color);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::setMaxAnisotropy()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::setMaxAnisotropy() for more information.
|
|
|
|
|
*/
|
|
|
|
|
CubeMapTextureArray& setMaxAnisotropy(Float anisotropy) {
|
|
|
|
|
AbstractTexture::setMaxAnisotropy(anisotropy);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::setSRGBDecode()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::setSRGBDecode() for more information.
|
|
|
|
|
* @requires_extension Extension @extension{EXT,texture_sRGB_decode}
|
|
|
|
|
* @requires_es_extension Extension @es_extension{ANDROID,extension_pack_es31a}/
|
|
|
|
|
* @es_extension2{EXT,texture_sRGB_decode,texture_sRGB_decode}
|
|
|
|
|
*/
|
|
|
|
|
CubeMapTextureArray& setSRGBDecode(bool decode) {
|
|
|
|
|
AbstractTexture::setSRGBDecode(decode);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::setSwizzle()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::setSwizzle() for more information.
|
|
|
|
|
* @requires_gl33 Extension @extension{ARB,texture_swizzle}
|
|
|
|
|
*/
|
|
|
|
|
template<char r, char g, char b, char a> CubeMapTextureArray& setSwizzle() {
|
|
|
|
|
AbstractTexture::setSwizzle<r, g, b, a>();
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::setCompareMode()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::setCompareMode() for more information.
|
|
|
|
|
*/
|
|
|
|
|
CubeMapTextureArray& setCompareMode(Sampler::CompareMode mode) {
|
|
|
|
|
AbstractTexture::setCompareMode(mode);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::setCompareFunction()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::setCompareFunction() for more information.
|
|
|
|
|
*/
|
|
|
|
|
CubeMapTextureArray& setCompareFunction(Sampler::CompareFunction function) {
|
|
|
|
|
AbstractTexture::setCompareFunction(function);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::setDepthStencilMode()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::setDepthStencilMode() for more information.
|
|
|
|
|
* @requires_gl43 Extension @extension{ARB,stencil_texturing}
|
|
|
|
|
*/
|
|
|
|
|
CubeMapTextureArray& setDepthStencilMode(Sampler::DepthStencilMode mode) {
|
|
|
|
|
AbstractTexture::setDepthStencilMode(mode);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::setStorage()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Z coordinate of @p size must be multiple of 6.
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::setStorage() for more information.
|
|
|
|
|
* @see @ref maxSize()
|
|
|
|
|
*/
|
|
|
|
|
CubeMapTextureArray& setStorage(Int levels, TextureFormat internalFormat, const Vector3i& size) {
|
|
|
|
|
DataHelper<3>::setStorage(*this, levels, internalFormat, size);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::imageSize()
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::imageSize() for more information.
|
|
|
|
|
*/
|
|
|
|
|
Vector3i imageSize(Int level) {
|
|
|
|
|
return DataHelper<3>::imageSize(*this, level);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::image(Int, Image&)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::image(Int, Image&) for more information.
|
|
|
|
|
* @requires_gl Texture image queries are not available in OpenGL ES.
|
|
|
|
|
* See @ref Framebuffer::read() for possible workaround.
|
|
|
|
|
*/
|
|
|
|
|
void image(Int level, Image3D& image) {
|
|
|
|
|
AbstractTexture::image<3>(level, image);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
*
|
|
|
|
|
* Convenience alternative to the above, example usage:
|
|
|
|
|
* @code
|
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
|
|
|
* Image3D image = texture.image(0, {PixelFormat::RGBA, PixelType::UnsignedByte});
|
|
|
|
|
* @endcode
|
|
|
|
|
*/
|
|
|
|
|
Image3D image(Int level, Image3D&& image);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::image(Int, BufferImage&, BufferUsage)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::image(Int, BufferImage&, BufferUsage) for more
|
|
|
|
|
* information.
|
|
|
|
|
* @requires_gl Texture image queries are not available in OpenGL ES.
|
|
|
|
|
* See @ref Framebuffer::read() for possible workaround.
|
|
|
|
|
*/
|
|
|
|
|
void image(Int level, BufferImage3D& image, BufferUsage usage) {
|
|
|
|
|
AbstractTexture::image<3>(level, image, usage);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
*
|
|
|
|
|
* Convenience alternative to the above, example usage:
|
|
|
|
|
* @code
|
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
|
|
|
* BufferImage3D image = texture.image(0, {PixelFormat::RGBA, PixelType::UnsignedByte}, BufferUsage::StaticRead);
|
|
|
|
|
* @endcode
|
|
|
|
|
*/
|
|
|
|
|
BufferImage3D image(Int level, BufferImage3D&& image, BufferUsage usage);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::compressedImage(Int, CompressedImage&)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::compressedImage(Int, CompressedImage&) for more
|
|
|
|
|
* information.
|
|
|
|
|
* @requires_gl Texture image queries are not available in OpenGL ES.
|
|
|
|
|
* See @ref Framebuffer::read() for possible workaround.
|
|
|
|
|
*/
|
|
|
|
|
void compressedImage(Int level, CompressedImage3D& image) {
|
|
|
|
|
AbstractTexture::compressedImage<3>(level, image);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
*
|
|
|
|
|
* Convenience alternative to the above, example usage:
|
|
|
|
|
* @code
|
|
|
|
|
* CompressedImage3D image = texture.compressedImage(0, {});
|
|
|
|
|
* @endcode
|
|
|
|
|
*/
|
|
|
|
|
CompressedImage3D compressedImage(Int level, CompressedImage3D&& image);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::compressedImage(Int, CompressedBufferImage&, BufferUsage)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::compressedImage(Int, CompressedBufferImage&, BufferUsage)
|
|
|
|
|
* for more information.
|
|
|
|
|
* @requires_gl Texture image queries are not available in OpenGL ES.
|
|
|
|
|
* See @ref Framebuffer::read() for possible workaround.
|
|
|
|
|
*/
|
|
|
|
|
void compressedImage(Int level, CompressedBufferImage3D& image, BufferUsage usage) {
|
|
|
|
|
AbstractTexture::compressedImage<3>(level, image, usage);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
*
|
|
|
|
|
* Convenience alternative to the above, example usage:
|
|
|
|
|
* @code
|
|
|
|
|
* CompressedBufferImage3D image = texture.compressedImage(0, {}, BufferUsage::StaticRead);
|
|
|
|
|
* @endcode
|
|
|
|
|
*/
|
|
|
|
|
CompressedBufferImage3D compressedImage(Int level, CompressedBufferImage3D&& image, BufferUsage usage);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::subImage(Int, const RangeTypeFor<dimensions, Int>&, Image&)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::subImage(Int, const RangeTypeFor<dimensions, Int>&, Image&)
|
|
|
|
|
* for more information.
|
|
|
|
|
* @requires_gl45 Extension @extension{ARB,get_texture_sub_image}
|
|
|
|
|
* @requires_gl Texture image queries are not available in OpenGL ES.
|
|
|
|
|
* See @ref Framebuffer::read() for possible workaround.
|
|
|
|
|
*/
|
|
|
|
|
void subImage(Int level, const Range3Di& range, Image3D& image) {
|
|
|
|
|
AbstractTexture::subImage<3>(level, range, image);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
*
|
|
|
|
|
* Convenience alternative to the above, example usage:
|
|
|
|
|
* @code
|
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
|
|
|
* Image3D image = texture.subImage(0, range, {PixelFormat::RGBA, PixelType::UnsignedByte});
|
|
|
|
|
* @endcode
|
|
|
|
|
*/
|
|
|
|
|
Image3D subImage(Int level, const Range3Di& range, Image3D&& image);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::subImage(Int, const RangeTypeFor<dimensions, Int>&, BufferImage&, BufferUsage)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::subImage(Int, const RangeTypeFor<dimensions, Int>&, BufferImage&, BufferUsage)
|
|
|
|
|
* for more information.
|
|
|
|
|
* @requires_gl45 Extension @extension{ARB,get_texture_sub_image}
|
|
|
|
|
* @requires_gl Texture image queries are not available in OpenGL ES.
|
|
|
|
|
* See @ref Framebuffer::read() for possible workaround.
|
|
|
|
|
*/
|
|
|
|
|
void subImage(Int level, const Range3Di& range, BufferImage3D& image, BufferUsage usage) {
|
|
|
|
|
AbstractTexture::subImage<3>(level, range, image, usage);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
*
|
|
|
|
|
* Convenience alternative to the above, example usage:
|
|
|
|
|
* @code
|
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
|
|
|
* BufferImage3D image = texture.subImage(0, range, {PixelFormat::RGBA, PixelType::UnsignedByte}, BufferUsage::StaticRead);
|
|
|
|
|
* @endcode
|
|
|
|
|
*/
|
|
|
|
|
BufferImage3D subImage(Int level, const Range3Di& range, BufferImage3D&& image, BufferUsage usage);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::setImage()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Sets texture image data from three-dimensional image for all cube
|
|
|
|
|
* faces for all layers. Each group of 6 2D images is one cube map
|
|
|
|
|
* layer, thus Z coordinate of @p image size must be multiple of 6. The
|
|
|
|
|
* images are in order of (+X, -X, +Y, -Y, +Z, -Z).
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::setImage() for more information.
|
|
|
|
|
* @see @ref maxSize()
|
|
|
|
|
* @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage()
|
|
|
|
|
* instead.
|
|
|
|
|
*/
|
|
|
|
|
CubeMapTextureArray& setImage(Int level, TextureFormat internalFormat, const ImageView3D& image) {
|
|
|
|
|
DataHelper<3>::setImage(*this, level, internalFormat, image);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
* @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage()
|
|
|
|
|
* instead.
|
|
|
|
|
*/
|
|
|
|
|
CubeMapTextureArray& setImage(Int level, TextureFormat internalFormat, BufferImage3D& image) {
|
|
|
|
|
DataHelper<3>::setImage(*this, level, internalFormat, image);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
* @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage()
|
|
|
|
|
* instead.
|
|
|
|
|
*/
|
|
|
|
|
CubeMapTextureArray& setImage(Int level, TextureFormat internalFormat, BufferImage3D&& image) {
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return setImage(level, internalFormat, image);
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}
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/**
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* @copybrief Texture::setCompressedImage()
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* @return Reference to self (for method chaining)
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*
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* Sets texture image data from three-dimensional image for all cube
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* faces for all layers. Each group of 6 2D images is one cube map
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* layer, thus Z coordinate of @p image size must be multiple of 6. The
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* images are in order of (+X, -X, +Y, -Y, +Z, -Z).
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*
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* See @ref Texture::setCompressedImage() for more information.
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* @see @ref maxSize()
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* @deprecated_gl Prefer to use @ref setStorage() and
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* @ref setCompressedSubImage() instead.
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*/
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CubeMapTextureArray& setCompressedImage(Int level, const CompressedImageView3D& image) {
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DataHelper<3>::setCompressedImage(*this, level, image);
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return *this;
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}
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/** @overload
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* @deprecated_gl Prefer to use @ref setStorage() and
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* @ref setCompressedSubImage() instead.
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*/
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CubeMapTextureArray& setCompressedImage(Int level, CompressedBufferImage3D& image) {
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DataHelper<3>::setCompressedImage(*this, level, image);
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return *this;
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}
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/** @overload
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* @deprecated_gl Prefer to use @ref setStorage() and
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* @ref setCompressedSubImage() instead.
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*/
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CubeMapTextureArray& setCompressedImage(Int level, CompressedBufferImage3D&& image) {
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return setCompressedImage(level, image);
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}
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/**
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* @copybrief Texture::setSubImage()
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* @return Reference to self (for method chaining)
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*
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* Z coordinate is equivalent to layer * 6 + number of texture face,
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* i.e. +X is `0` and so on, in order of (+X, -X, +Y, -Y, +Z, -Z).
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*
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* See @ref Texture::setSubImage() for more information.
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*/
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CubeMapTextureArray& setSubImage(Int level, const Vector3i& offset, const ImageView3D& image) {
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DataHelper<3>::setSubImage(*this, level, offset, image);
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return *this;
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}
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/** @overload */
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CubeMapTextureArray& setSubImage(Int level, const Vector3i& offset, BufferImage3D& image) {
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DataHelper<3>::setSubImage(*this, level, offset, image);
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return *this;
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}
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/** @overload */
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CubeMapTextureArray& setSubImage(Int level, const Vector3i& offset, BufferImage3D&& image) {
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return setSubImage(level, offset, image);
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}
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/**
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* @copybrief Texture::setCompressedSubImage()
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* @return Reference to self (for method chaining)
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*
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|
* Z coordinate is equivalent to layer * 6 + number of texture face,
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|
* i.e. +X is `0` and so on, in order of (+X, -X, +Y, -Y, +Z, -Z).
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*
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|
* See @ref Texture::setCompressedSubImage() for more information.
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*/
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|
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CubeMapTextureArray& setCompressedSubImage(Int level, const Vector3i& offset, const CompressedImageView3D& image) {
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|
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DataHelper<3>::setCompressedSubImage(*this, level, offset, image);
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|
|
return *this;
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|
}
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|
|
/** @overload */
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|
|
CubeMapTextureArray& setCompressedSubImage(Int level, const Vector3i& offset, CompressedBufferImage3D& image) {
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|
|
DataHelper<3>::setCompressedSubImage(*this, level, offset, image);
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|
|
return *this;
|
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|
|
}
|
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|
|
/** @overload */
|
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|
|
CubeMapTextureArray& setCompressedSubImage(Int level, const Vector3i& offset, CompressedBufferImage3D&& image) {
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|
|
return setCompressedSubImage(level, offset, image);
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|
|
}
|
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|
|
/**
|
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|
|
* @copybrief Texture::generateMipmap()
|
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|
|
|
* @return Reference to self (for method chaining)
|
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|
|
*
|
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|
|
* See @ref Texture::generateMipmap() for more information.
|
|
|
|
|
* @requires_gl30 Extension @extension{ARB,framebuffer_object}
|
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|
|
|
*/
|
|
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|
|
CubeMapTextureArray& generateMipmap() {
|
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|
|
AbstractTexture::generateMipmap();
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
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|
|
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|
|
|
/**
|
|
|
|
|
* @copybrief Texture::invalidateImage()
|
|
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|
|
*
|
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|
|
|
* See @ref Texture::invalidateImage() for more information.
|
|
|
|
|
*/
|
|
|
|
|
void invalidateImage(Int level) { AbstractTexture::invalidateImage(level); }
|
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|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::invalidateSubImage()
|
|
|
|
|
*
|
|
|
|
|
* Z coordinate is equivalent to layer * 6 + number of texture face,
|
|
|
|
|
* i.e. +X is `0` and so on, in order of (+X, -X, +Y, -Y, +Z, -Z).
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::invalidateSubImage() for more information.
|
|
|
|
|
*/
|
|
|
|
|
void invalidateSubImage(Int level, const Vector3i& offset, const Vector3i& size) {
|
|
|
|
|
DataHelper<3>::invalidateSubImage(*this, level, offset, size);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Overloads to remove WTF-factor from method chaining order */
|
|
|
|
|
#ifndef DOXYGEN_GENERATING_OUTPUT
|
|
|
|
|
CubeMapTextureArray& setLabel(const std::string& label) {
|
|
|
|
|
AbstractTexture::setLabel(label);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
template<std::size_t size> CubeMapTextureArray& setLabel(const char(&label)[size]) {
|
|
|
|
|
AbstractTexture::setLabel<size>(label);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
explicit CubeMapTextureArray(GLuint id, ObjectFlags flags) noexcept: AbstractTexture{id,
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
GL_TEXTURE_CUBE_MAP_ARRAY,
|
|
|
|
|
#else
|
|
|
|
|
GL_TEXTURE_CUBE_MAP_ARRAY_EXT,
|
|
|
|
|
#endif
|
|
|
|
|
flags} {}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
#else
|
|
|
|
|
#error this header is not available in OpenGL ES 2.0 and WebGL build
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#endif
|