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#ifndef Magnum_AbstractTexture_h
#define Magnum_AbstractTexture_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
* @brief Class Magnum::AbstractTexture
*/
#include "Array.h"
#include "Color.h"
#include "AbstractImage.h"
namespace Magnum {
/**
@brief Base for textures
See Texture, CubeMapTexture and CubeMapTextureArray documentation for more
information and usage examples.
@section AbstractTexture-performance-optimization Performance optimizations
The engine tracks currently bound textures in all available layers to avoid
unnecessary calls to @fn_gl{ActiveTexture} and @fn_gl{BindTexture}. %Texture
configuration functions use dedicated highest available texture layer to not
affect active bindings in user layers. %Texture limits (such as
maxSupportedLayerCount()) are cached, so repeated queries don't result in
repeated @fn_gl{Get} calls.
If extension @extension{EXT,direct_state_access} is available, bind() uses DSA
function to avoid unnecessary calls to @fn_gl{ActiveTexture}. Also all texture
configuration functions use DSA functions to avoid unnecessary calls to
@fn_gl{ActiveTexture} and @fn_gl{BindTexture}. See respective function
documentation for more information.
To achieve least state changes, fully configure each texture in one run --
method chaining comes in handy -- and try to have often used textures in
dedicated layers, not occupied by other textures.
Always fully configure the texture before setting the texture data, so OpenGL
can optimize the data to match your settings.
14 years ago
@todo Add glPixelStore encapsulation
14 years ago
@todo Texture copying
@todo Move constructor/assignment - how to avoid creation of empty texture and
then deleting it immediately?
*/
class MAGNUM_EXPORT AbstractTexture {
friend class Context;
AbstractTexture(const AbstractTexture& other) = delete;
AbstractTexture& operator=(const AbstractTexture& other) = delete;
public:
/**
* @brief %Texture filtering
*
* @see setMagnificationFilter() and setMinificationFilter()
*/
enum class Filter: GLint {
NearestNeighbor = GL_NEAREST, /**< Nearest neighbor filtering */
/**
* Linear interpolation filtering.
* @requires_gles30 %Extension @es_extension{OES,texture_float_linear} /
* @es_extension2{OES,texture_half_float_linear,OES_texture_float_linear}
* for linear interpolation of textures with
* @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::HalfFloat"
* / @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::Float"
* in OpenGL ES 2.0.
*/
LinearInterpolation = GL_LINEAR
};
/**
* @brief Mip level selection
*
* @see setMinificationFilter()
*/
enum class Mipmap: GLint {
BaseLevel = GL_NEAREST & ~GL_NEAREST, /**< Select base mip level */
/**
* Select nearest mip level. **Unavailable on rectangle textures.**
*/
NearestLevel = GL_NEAREST_MIPMAP_NEAREST & ~GL_NEAREST,
/**
* Linear interpolation of nearest mip levels. **Unavailable on
* rectangle textures.**
* @requires_gles30 %Extension @es_extension{OES,texture_float_linear} /
* @es_extension2{OES,texture_half_float_linear,OES_texture_float_linear}
* for linear interpolation of textures with
* @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::HalfFloat"
* / @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::Float"
* in OpenGL ES 2.0.
*/
LinearInterpolation = GL_NEAREST_MIPMAP_LINEAR & ~GL_NEAREST
};
/**
* @brief %Texture wrapping
*
* @see @ref Texture::setWrapping() "setWrapping()"
*/
enum class Wrapping: GLint {
/** Repeat texture. **Unavailable on rectangle textures.** */
Repeat = GL_REPEAT,
/**
* Repeat mirrored texture. **Unavailable on rectangle textures.**
*/
MirroredRepeat = GL_MIRRORED_REPEAT,
/**
* Clamp to edge. Coordinates out of the range will be clamped to
* first / last column / row in given direction.
*/
ClampToEdge = GL_CLAMP_TO_EDGE
#ifndef MAGNUM_TARGET_GLES
,
/**
* Clamp to border color. Coordinates out of range will be clamped
* to border color (set with setBorderColor()).
* @requires_gl Texture border is not available in OpenGL ES.
*/
ClampToBorder = GL_CLAMP_TO_BORDER
#endif
};
/**
* @brief Internal format
*
* @see @ref Texture::setImage() "setImage()"
*/
enum class InternalFormat: GLint {
/**
* Red component, normalized unsigned, size implementation-dependent.
* @deprecated Prefer to use the exactly specified version of this
* format, e.g. @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::R8".
* @requires_gl30 %Extension @extension{ARB,texture_rg}
* @requires_gles30 %Extension @es_extension{EXT,texture_rg}
*/
#ifndef MAGNUM_TARGET_GLES2
Red = GL_RED,
#else
Red = GL_RED_EXT,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* Red component, normalized unsigned byte.
* @requires_gl30 %Extension @extension{ARB,texture_rg}
* @requires_gles30 Use @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::Red"
* in OpenGL ES 2.0 instead.
*/
R8 = GL_R8,
#endif
/**
* Red and green component, normalized unsigned, size
* implementation-dependent.
* @deprecated Prefer to use the exactly specified version of this
* format, e.g. @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::RG8".
* @requires_gl30 %Extension @extension{ARB,texture_rg}
* @requires_gles30 %Extension @es_extension{EXT,texture_rg}
*/
#ifndef MAGNUM_TARGET_GLES2
RG = GL_RG,
#else
RG = GL_RG_EXT,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* Red and green component, each normalized unsigned byte.
* @requires_gl30 %Extension @extension{ARB,texture_rg}
* @requires_gles30 Use @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::RG"
* in OpenGL ES 2.0 instead.
*/
RG8 = GL_RG8,
#endif
/**
* RGB, normalized unsigned, size implementation-dependent.
* @deprecated Prefer to use the exactly specified version of this
* format, e.g. @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::RGB8".
*/
RGB = GL_RGB,
/**
* RGB, each component normalized unsigned byte.
* @requires_gles30 %Extension @es_extension{OES,required_internalformat}
*/
#ifndef MAGNUM_TARGET_GLES2
RGB8 = GL_RGB8,
#else
RGB8 = GL_RGB8_OES,
#endif
/**
* RGBA, normalized unsigned, size implementation-dependent.
* @deprecated Prefer to use the exactly specified version of this
* format, e.g. @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::RGBA8".
*/
RGBA = GL_RGBA,
/**
* RGBA, each component normalized unsigned byte.
* @requires_gles30 %Extension @es_extension{OES,required_internalformat}
*/
#ifndef MAGNUM_TARGET_GLES2
RGBA8 = GL_RGBA8,
#else
RGBA8 = GL_RGBA8_OES,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* Red component, normalized signed byte.
* @requires_gl31 %Extension @extension{EXT,texture_snorm}
* @requires_gles30 Only unsigned formats are available in OpenGL
* ES 2.0.
*/
R8Snorm = GL_R8_SNORM,
/**
* Red and green component, each normalized signed byte.
* @requires_gl31 %Extension @extension{EXT,texture_snorm}
* @requires_gles30 Only unsigned formats are available in OpenGL
* ES 2.0.
*/
RG8Snorm = GL_RG8_SNORM,
/**
* RGB, each component normalized signed byte.
* @requires_gl31 %Extension @extension{EXT,texture_snorm}
* @requires_gles30 Only unsigned formats are available in OpenGL
* ES 2.0.
*/
RGB8Snorm = GL_RGB8_SNORM,
/**
* RGBA, each component normalized signed byte.
* @requires_gl31 %Extension @extension{EXT,texture_snorm}
* @requires_gles30 Only unsigned formats are available in OpenGL
* ES 2.0.
*/
RGBA8Snorm = GL_RGBA8_SNORM,
#ifndef MAGNUM_TARGET_GLES
/**
* Red component, normalized unsigned short.
* @requires_gl30 %Extension @extension{ARB,texture_rg}
* @requires_gl Only byte-sized normalized formats are available
* in OpenGL ES.
*/
R16 = GL_R16,
/**
* Red and green component, each normalized unsigned short.
* @requires_gl30 %Extension @extension{ARB,texture_rg}
* @requires_gl Only byte-sized normalized formats are available
* in OpenGL ES.
*/
RG16 = GL_RG16,
/**
* RGB, each component normalized unsigned short.
* @requires_gl Only byte-sized normalized formats are available
* in OpenGL ES.
*/
RGB16 = GL_RGB16,
/**
* RGBA, each component normalized unsigned short.
* @requires_gl Only byte-sized normalized formats are available
* in OpenGL ES.
*/
RGBA16 = GL_RGBA16,
#endif
/**
* Red component, normalized signed short.
* @requires_gl31 %Extension @extension{EXT,texture_snorm}
* @requires_gles30 Only unsigned normalized formats are available
* in OpenGL ES 2.0.
*/
R16Snorm = GL_R16_SNORM,
/**
* Red and green component, each normalized signed short.
* @requires_gl31 %Extension @extension{EXT,texture_snorm}
* @requires_gles30 Only unsigned normalized formats are available
* in OpenGL ES 2.0.
*/
RG16Snorm = GL_RG16_SNORM,
/**
* RGB, each component normalized signed short.
* @requires_gl31 %Extension @extension{EXT,texture_snorm}
* @requires_gles30 Only unsigned normalized formats are available
* in OpenGL ES 2.0.
*/
RGB16Snorm = GL_RGB16_SNORM,
/**
* RGBA, each component normalized signed short.
* @requires_gl31 %Extension @extension{EXT,texture_snorm}
* @requires_gles30 Only unsigned normalized formats are available
* in OpenGL ES 2.0.
*/
RGBA16Snorm = GL_RGBA16_SNORM,
/**
* Red component, non-normalized unsigned byte.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
R8UI = GL_R8UI,
/**
* Red and green component, each non-normalized unsigned byte.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RG8UI = GL_RG8UI,
/**
* RGB, each component non-normalized unsigned byte.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGB8UI = GL_RGB8UI,
/**
* RGBA, each component non-normalized unsigned byte.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGBA8UI = GL_RGBA8UI,
/**
* Red component, non-normalized signed byte.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
R8I = GL_R8I,
/**
* Red and green component, each non-normalized signed byte.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RG8I = GL_RG8I,
/**
* RGB, each component non-normalized signed byte.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGB8I = GL_RGB8I,
/**
* RGBA, each component non-normalized signed byte.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGBA8I = GL_RGBA8I,
/**
* Red component, non-normalized unsigned short.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
R16UI = GL_R16UI,
/**
* Red and green component, each non-normalized unsigned short.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RG16UI = GL_RG16UI,
/**
* RGB, each component non-normalized unsigned short.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGB16UI = GL_RGB16UI,
/**
* RGBA, each component non-normalized unsigned short.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGBA16UI = GL_RGBA16UI,
/**
* Red component, non-normalized signed short.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
R16I = GL_R16I,
/**
* Red and green component, each non-normalized signed short.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RG16I = GL_RG16I,
/**
* RGB, each component non-normalized signed short.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGB16I = GL_RGB16I,
/**
* RGBA, each component non-normalized signed short.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGBA16I = GL_RGBA16I,
/**
* Red component, non-normalized unsigned int.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
R32UI = GL_R32UI,
/**
* Red and green component, each non-normalized unsigned int.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RG32UI = GL_RG32UI,
/**
* RGB, each component non-normalized unsigned int.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGB32UI = GL_RGB32UI,
/**
* RGBA, each component non-normalized unsigned int.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGBA32UI = GL_RGBA32UI,
/**
* Red component, non-normalized signed int.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
R32I = GL_R32I,
/**
* Red and green component, each non-normalized signed int.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RG32I = GL_RG32I,
/**
* RGB, each component non-normalized signed int.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGB32I = GL_RGB32I,
/**
* RGBA, each component non-normalized signed int.
* @requires_gl30 %Extension @extension{EXT,texture_integer}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGBA32I = GL_RGBA32I,
/**
* Red component, half float.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{ARB,texture_float}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
R16F = GL_R16F,
/**
* Red and green component, each half float.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{ARB,texture_float}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RG16F = GL_RG16F,
/**
* RGB, each component half float.
* @requires_gl30 %Extension @extension{ARB,texture_float}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGB16F = GL_RGB16F,
/**
* RGBA, each component half float.
* @requires_gl30 %Extension @extension{ARB,texture_float}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGBA16F = GL_RGBA16F,
/**
* Red component, float.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{ARB,texture_float}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
R32F = GL_R32F,
/**
* Red and green component, each float.
* @requires_gl30 %Extension @extension{ARB,texture_rg} and
* @extension{ARB,texture_float}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RG32F = GL_RG32F,
/**
* RGB, each component float.
* @requires_gl30 %Extension @extension{ARB,texture_float}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGB32F = GL_RGB32F,
/**
* RGBA, each component float.
* @requires_gl30 %Extension @extension{ARB,texture_float}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGBA32F = GL_RGBA32F,
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* RGB, normalized unsigned, red and green component 3bit, blue
* 2bit.
* @requires_gl Packed 8bit types are not available in OpenGL ES.
*/
R3B3G2 = GL_R3_G3_B2,
/**
* RGB, each component normalized unsigned 4bit.
* @requires_gl Packed 12bit types are not available in OpenGL ES.
*/
RGB4 = GL_RGB4,
/**
* RGB, each component normalized unsigned 5bit.
* @requires_gl Use @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::RGB5A1"
* or @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::RGB565" in OpenGL ES.
*/
RGB5 = GL_RGB5,
#endif
/* 1.5.6 <= GLEW < 1.8.0 doesn't have this, even if there is
GL_ARB_ES2_compatibility */
#if defined(GL_RGB565) || defined(DOXYGEN_GENERATING_OUTPUT)
/**
* RGB, normalized unsigned, red and blue component 5bit, green 6bit.
* @requires_gles30 %Extension @es_extension{OES,required_internalformat}
*/
#ifndef MAGNUM_TARGET_GLES2
RGB565 = GL_RGB565,
#else
RGB565 = GL_RGB565_OES,
#endif
#endif
/**
* RGB, each component normalized unsigned 10bit.
* @requires_es_extension %Extension @es_extension{OES,required_internalformat}
* and @es_extension{EXT,texture_type_2_10_10_10_REV}
*/
#ifndef MAGNUM_TARGET_GLES
RGB10 = GL_RGB10,
#else
RGB10 = GL_RGB10_EXT,
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* RGB, each component normalized unsigned 12bit.
* @requires_gl Packed 36bit types are not available in OpenGL ES.
*/
RGB12 = GL_RGB12,
/**
* RGBA, normalized unsigned, each component 2bit.
* @requires_gl Packed 8bit types are not available in OpenGL ES.
*/
RGBA2 = GL_RGBA2,
#endif
/**
* RGBA, normalized unsigned, each component 4bit.
* @requires_gles30 %Extension @es_extension{OES,required_internalformat}
*/
#ifndef MAGNUM_TARGET_GLES2
RGBA4 = GL_RGBA4,
#else
RGBA4 = GL_RGBA4_OES,
#endif
/**
* RGBA, normalized unsigned, each RGB component 5bit, alpha 1bit.
* @requires_gles30 %Extension @es_extension{OES,required_internalformat}
*/
#ifndef MAGNUM_TARGET_GLES2
RGB5A1 = GL_RGB5_A1,
#else
RGB5A1 = GL_RGB5_A1_OES,
#endif
/**
* RGBA, normalized unsigned, each RGB component 10bit, alpha 2bit.
* @requires_gles30 %Extension @es_extension{OES,required_internalformat}
* and @es_extension{EXT,texture_type_2_10_10_10_REV}
*/
#ifndef MAGNUM_TARGET_GLES2
RGB10A2 = GL_RGB10_A2,
#else
RGB10A2 = GL_RGB10_A2_EXT,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* RGBA, non-normalized unsigned, each RGB component 10bit, alpha
* 2bit.
* @requires_gl33 %Extension @extension{ARB,texture_rgb10_a2ui}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
RGB10A2UI = GL_RGB10_A2UI,
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* RGBA, each component normalized unsigned 12bit.
* @requires_gl Packed 48bit types are not available in OpenGL ES.
*/
RGBA12 = GL_RGBA12,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* RGB, float, red and green component 11bit, blue 10bit.
* @requires_gl30 %Extension @extension{EXT,packed_float}
* @requires_gles30 Only normalized integral formats are available
* in OpenGL ES 2.0.
*/
R11FG11FB10F = GL_R11F_G11F_B10F,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* RGB, unsigned with exponent, each RGB component 9bit, exponent 5bit.
* @requires_gl30 %Extension @extension{EXT,texture_shared_exponent}
* @requires_gles30 Use @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::RGB"
* in OpenGL ES 2.0 instead.
*/
RGB9E5 = GL_RGB9_E5,
#endif
/**
* sRGB, normalized unsigned, size implementation-dependent.
* @todo is this allowed in core?
* @deprecated Prefer to use the exactly specified version of this
* format, i.e. @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::SRGB8".
* @requires_es_extension %Extension @es_extension{EXT,sRGB} in
* OpenGL ES 2.0, use @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::SRGB8"
* in OpenGL ES 3.0 instead.
*/
#ifndef MAGNUM_TARGET_GLES
SRGB = GL_SRGB,
#else
SRGB = GL_SRGB_EXT,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* sRGB, each component normalized unsigned byte.
* @requires_gles30 Use @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::SRGB"
* in OpenGL ES 2.0 instead.
*/
SRGB8 = GL_SRGB8,
#endif
/**
* sRGBA, normalized unsigned, size implementation-dependent.
* @todo is this allowed in core?
* @deprecated Prefer to use the exactly specified version of this
* format, i.e. @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::SRGB8Alpha8".
* @requires_es_extension %Extension @es_extension{EXT,sRGB} in
* OpenGL ES 2.0, use @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::SRGB8Alpha8"
* in OpenGL ES 3.0 instead.
*/
#ifndef MAGNUM_TARGET_GLES
SRGBAlpha = GL_SRGB_ALPHA,
#else
SRGBAlpha = GL_SRGB_ALPHA_EXT,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* sRGBA, each component normalized unsigned byte.
* @requires_gles30 Use @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::SRGBAlpha"
* in OpenGL ES 2.0 instead.
*/
SRGB8Alpha8 = GL_SRGB8_ALPHA8,
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* Compressed red channel, normalized unsigned.
* @requires_gl30 %Extension @extension{ARB,texture_rg}
* @requires_gl Generic texture compression is not available in
* OpenGL ES.
*/
CompressedRed = GL_COMPRESSED_RED,
/**
* Compressed red and green channel, normalized unsigned.
* @requires_gl30 %Extension @extension{ARB,texture_rg}
* @requires_gl Generic texture compression is not available in
* OpenGL ES.
*/
CompressedRG = GL_COMPRESSED_RG,
/**
* Compressed RGB, normalized unsigned.
* @requires_gl Generic texture compression is not available in
* OpenGL ES.
*/
CompressedRGB = GL_COMPRESSED_RGB,
/**
* Compressed RGBA, normalized unsigned.
* @requires_gl Generic texture compression is not available in
* OpenGL ES.
*/
CompressedRGBA = GL_COMPRESSED_RGBA,
/**
* RTGC compressed red channel, normalized unsigned.
* @requires_gl30 %Extension @extension{EXT,texture_compression_rgtc}
* @requires_gl RGTC texture compression is not available in
* OpenGL ES.
*/
CompressedRedRtgc1 = GL_COMPRESSED_RED_RGTC1,
/**
* RTGC compressed red and green channel, normalized unsigned.
* @requires_gl30 %Extension @extension{EXT,texture_compression_rgtc}
* @requires_gl RGTC texture compression is not available in
* OpenGL ES.
*/
CompressedRGRgtc2 = GL_COMPRESSED_RG_RGTC2,
/**
* RTGC compressed red channel, normalized signed.
* @requires_gl30 %Extension @extension{EXT,texture_compression_rgtc}
* @requires_gl RGTC texture compression is not available in
* OpenGL ES.
*/
CompressedSignedRedRgtc1 = GL_COMPRESSED_SIGNED_RED_RGTC1,
/**
* RTGC compressed red and green channel, normalized signed.
* @requires_gl30 %Extension @extension{EXT,texture_compression_rgtc}
* @requires_gl RGTC texture compression is not available in
* OpenGL ES.
*/
CompressedSignedRGRgtc2 = GL_COMPRESSED_SIGNED_RG_RGTC2,
/* These are named with _ARB suffix, because glcorearb.h doesn't
have suffixless version (?!) and GLEW has it without suffix as
late as of 1.8.0 { */
/**
* BPTC compressed RGBA, normalized unsigned.
* @requires_gl42 %Extension @extension{ARB,texture_compression_bptc}
* @requires_gl BPTC texture compression is not available in
* OpenGL ES.
*/
CompressedRGBABtpcUnorm = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB,
/**
* BPTC compressed sRGBA, normalized unsigned.
* @requires_gl42 %Extension @extension{ARB,texture_compression_bptc}
* @requires_gl BPTC texture compression is not available in
* OpenGL ES.
*/
CompressedSRGBAlphaBtpcUnorm = GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB,
/**
* BPTC compressed RGB, unsigned float.
* @requires_gl42 %Extension @extension{ARB,texture_compression_bptc}
* @requires_gl BPTC texture compression is not available in
* OpenGL ES.
*/
CompressedRGBBptcUnsignedFloat = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB,
/**
* BPTC compressed RGB, signed float.
* @requires_gl42 %Extension @extension{ARB,texture_compression_bptc}
* @requires_gl BPTC texture compression is not available in
* OpenGL ES.
*/
CompressedRGBBptcSignedFloat = GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB,
/*}*/
#endif
/**
* Depth component, size implementation-dependent.
* @deprecated Prefer to use exactly specified version of this
* format, e.g. @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::DepthComponent16".
* @requires_gles30 %Extension @es_extension{OES,depth_texture}
*/
DepthComponent = GL_DEPTH_COMPONENT,
/**
* Depth and stencil component, size implementation-dependent.
* @deprecated Prefer to use exactly specified version of this
* format, e.g. @ref Magnum::AbstractTexture::InternalFormat "InternalFormat::Depth24Stencil8".
* @requires_gles30 %Extension @es_extension{OES,packed_depth_stencil}
*/
#ifndef MAGNUM_TARGET_GLES2
DepthStencil = GL_DEPTH_STENCIL,
#else
DepthStencil = GL_DEPTH_STENCIL_OES,
#endif
/**
* Depth component, 16bit.
* @requires_gles30 %Extension @es_extension{OES,required_internalformat}
* and @es_extension{OES,depth_texture}
*/
DepthComponent16 = GL_DEPTH_COMPONENT16,
/**
* Depth component, 24bit.
* @requires_gles30 %Extension @es_extension{OES,required_internalformat},
* @es_extension{OES,depth_texture} and @es_extension{OES,depth24}
*/
#ifndef MAGNUM_TARGET_GLES2
DepthComponent24 = GL_DEPTH_COMPONENT24,
#else
DepthComponent24 = GL_DEPTH_COMPONENT24_OES,
#endif
/**
* Depth component, 32bit.
* @requires_es_extension %Extension @es_extension{OES,required_internalformat},
* @es_extension{OES,depth_texture} and @es_extension{OES,depth32}
*/
#ifndef MAGNUM_TARGET_GLES2
DepthComponent32 = GL_DEPTH_COMPONENT32,
#else
DepthComponent32 = GL_DEPTH_COMPONENT32_OES,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* Depth component, 32bit float.
* @requires_gl30 %Extension @extension{ARB,depth_buffer_float}
* @requires_gles30 Only integral depth textures are available in
* OpenGL ES 2.0.
*/
DepthComponent32F = GL_DEPTH_COMPONENT32F,
#endif
/**
* 24bit depth and 8bit stencil component.
* @requires_gl30 %Extension @extension{EXT,packed_depth_stencil}
* @requires_gles30 %Extension @es_extension{OES,required_internalformat}
* and @es_extension{OES,packed_depth_stencil}
*/
#ifdef MAGNUM_TARGET_GLES2
Depth24Stencil8 = GL_DEPTH24_STENCIL8_OES
#else
Depth24Stencil8 = GL_DEPTH24_STENCIL8,
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* 32bit float depth component and 8bit stencil component.
* @requires_gl30 %Extension @extension{ARB,depth_buffer_float}
* @requires_gles30 Only integral depth textures are available in
* OpenGL ES 2.0.
*/
Depth32FStencil8 = GL_DEPTH32F_STENCIL8
#endif
};
/**
* @brief Max supported layer count
*
* The result is cached, repeated queries don't result in repeated
* OpenGL calls.
* @see @ref AbstractShaderProgram-subclassing, bind(GLint),
* @fn_gl{Get} with @def_gl{MAX_COMBINED_TEXTURE_IMAGE_UNITS},
* @fn_gl{ActiveTexture}
*/
static GLint maxSupportedLayerCount();
/**
* @brief Max supported anisotropy
*
* The result is cached, repeated queries don't result in repeated
* OpenGL calls.
* @see setMaxAnisotropy(), @fn_gl{Get} with @def_gl{MAX_TEXTURE_MAX_ANISOTROPY_EXT}
* @requires_extension %Extension @extension{EXT,texture_filter_anisotropic}
* @requires_es_extension %Extension @es_extension2{EXT,texture_filter_anisotropic,texture_filter_anisotropic}
*/
static GLfloat maxSupportedAnisotropy();
/**
* @brief Constructor
* @param target Target, e.g. `GL_TEXTURE_2D`.
*
* Creates one OpenGL texture.
* @see @fn_gl{GenTextures}
*/
inline explicit AbstractTexture(GLenum target): _target(target) {
glGenTextures(1, &_id);
}
/**
* @brief Destructor
*
* Deletes assigned OpenGL texture.
* @see @fn_gl{DeleteTextures}
*/
virtual ~AbstractTexture() = 0;
/** @brief Move constructor */
AbstractTexture(AbstractTexture&& other);
/** @brief Move assignment */
AbstractTexture& operator=(AbstractTexture&& other);
/** @brief OpenGL texture ID */
inline GLuint id() const { return _id; }
14 years ago
/**
* @brief Bind texture for rendering
14 years ago
*
* Sets current texture as active in given layer. The layer must be
* between 0 and maxSupportedLayerCount(). Note that only one texture
* can be bound to given layer. If @extension{EXT,direct_state_access}
* is not available, the layer is made active before binding the
* texture.
* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} or
* @fn_gl_extension{BindMultiTexture,EXT,direct_state_access}
14 years ago
*/
void bind(GLint layer);
/**
* @brief Set minification filter
* @param filter Filter
* @param mipmap Mipmap filtering. If set to anything else than
* BaseMipLevel, make sure textures for all mip levels are set or
* call generateMipmap().
* @return Pointer to self (for method chaining)
*
* Sets filter used when the object pixel size is smaller than the
* texture size. If @extension{EXT,direct_state_access} is not
* available, the texture is bound to some layer before the operation.
* Initial value is (@ref AbstractTexture::Filter "Filter::NearestNeighbor",
* @ref AbstractTexture::Mipmap "Mipmap::Linear").
* @attention For rectangle textures only some modes are supported,
* see @ref AbstractTexture::Filter "Filter" and
* @ref AbstractTexture::Mipmap "Mipmap" documentation for more
* information.
* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and @fn_gl{TexParameter}
* or @fn_gl_extension{TextureParameter,EXT,direct_state_access}
* with @def_gl{TEXTURE_MIN_FILTER}
*/
AbstractTexture* setMinificationFilter(Filter filter, Mipmap mipmap = Mipmap::BaseLevel);
/**
* @brief Set magnification filter
* @param filter Filter
* @return Pointer to self (for method chaining)
*
* Sets filter used when the object pixel size is larger than largest
* texture size. If @extension{EXT,direct_state_access} is not
* available, the texture is bound to some layer before the operation.
* Initial value is @ref AbstractTexture::Filter "Filter::Linear".
* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and @fn_gl{TexParameter}
* or @fn_gl_extension{TextureParameter,EXT,direct_state_access}
* with @def_gl{TEXTURE_MAG_FILTER}
*/
inline AbstractTexture* setMagnificationFilter(Filter filter) {
(this->*parameteriImplementation)(GL_TEXTURE_MAG_FILTER, static_cast<GLint>(filter));
return this;
}
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Set border color
* @return Pointer to self (for method chaining)
*
* Border color when @ref AbstractTexture::Wrapping "wrapping" is set
* to `ClampToBorder`. If @extension{EXT,direct_state_access} is not
* available, the texture is bound to some layer before the operation.
* Initial value is `{0.0f, 0.0f, 0.0f, 0.0f}`.
* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and @fn_gl{TexParameter}
* or @fn_gl_extension{TextureParameter,EXT,direct_state_access}
* with @def_gl{TEXTURE_BORDER_COLOR}
* @requires_gl Texture border is not available in OpenGL ES.
*/
inline AbstractTexture* setBorderColor(const Color4<>& color) {
(this->*parameterfvImplementation)(GL_TEXTURE_BORDER_COLOR, color.data());
return this;
}
#endif
/**
* @brief Set max anisotropy
* @return Pointer to self (for method chaining)
*
* Default value is `1.0f`, which means no anisotropy. Set to value
* greater than `1.0f` for anisotropic filtering. If
* @extension{EXT,direct_state_access} is not available, the texture
* is bound to some layer before the operation.
* @see maxSupportedAnisotropy(), @fn_gl{ActiveTexture},
* @fn_gl{BindTexture} and @fn_gl{TexParameter} or
* @fn_gl_extension{TextureParameter,EXT,direct_state_access} with
* @def_gl{TEXTURE_MAX_ANISOTROPY_EXT}
* @requires_extension %Extension @extension{EXT,texture_filter_anisotropic}
* @requires_es_extension %Extension @es_extension2{EXT,texture_filter_anisotropic,texture_filter_anisotropic}
*/
inline AbstractTexture* setMaxAnisotropy(GLfloat anisotropy) {
/** @todo Remove `ifndef` when extension header is available */
#ifndef MAGNUM_TARGET_GLES
(this->*parameterfImplementation)(GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropy);
#else
static_cast<void>(anisotropy);
#endif
return this;
}
/**
* @brief Generate mipmap
* @return Pointer to self (for method chaining)
*
* Can not be used for rectangle textures. If
* @extension{EXT,direct_state_access} is not available, the texture
* is bound to some layer before the operation.
* @see setMinificationFilter(), @fn_gl{ActiveTexture},
* @fn_gl{BindTexture} and @fn_gl{GenerateMipmap} or
* @fn_gl_extension{GenerateTextureMipmap,EXT,direct_state_access}
* @requires_gl30 %Extension @extension{EXT,framebuffer_object}
*/
AbstractTexture* generateMipmap();
protected:
#ifndef DOXYGEN_GENERATING_OUTPUT
template<std::uint8_t textureDimensions> struct DataHelper {};
/* Unlike bind() this also sets the binding layer as active */
void MAGNUM_LOCAL bindInternal();
GLenum _target;
#endif
private:
static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context* context);
typedef void(AbstractTexture::*BindImplementation)(GLint);
void MAGNUM_LOCAL bindImplementationDefault(GLint layer);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_LOCAL bindImplementationDSA(GLint layer);
#endif
static MAGNUM_LOCAL BindImplementation bindImplementation;
typedef void(AbstractTexture::*ParameteriImplementation)(GLenum, GLint);
void MAGNUM_LOCAL parameterImplementationDefault(GLenum parameter, GLint value);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_LOCAL parameterImplementationDSA(GLenum parameter, GLint value);
#endif
static ParameteriImplementation parameteriImplementation;
typedef void(AbstractTexture::*ParameterfImplementation)(GLenum, GLfloat);
void MAGNUM_LOCAL parameterImplementationDefault(GLenum parameter, GLfloat value);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_LOCAL parameterImplementationDSA(GLenum parameter, GLfloat value);
#endif
static ParameterfImplementation parameterfImplementation;
typedef void(AbstractTexture::*ParameterfvImplementation)(GLenum, const GLfloat*);
void MAGNUM_LOCAL parameterImplementationDefault(GLenum parameter, const GLfloat* values);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_LOCAL parameterImplementationDSA(GLenum parameter, const GLfloat* values);
#endif
static ParameterfvImplementation parameterfvImplementation;
typedef void(AbstractTexture::*MipmapImplementation)();
void MAGNUM_LOCAL mipmapImplementationDefault();
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_LOCAL mipmapImplementationDSA();
#endif
static MAGNUM_LOCAL MipmapImplementation mipmapImplementation;
#ifndef MAGNUM_TARGET_GLES
typedef void(AbstractTexture::*Image1DImplementation)(GLenum, GLint, InternalFormat, const Math::Vector<1, GLsizei>&, AbstractImage::Format, AbstractImage::Type, const GLvoid*);
void MAGNUM_LOCAL imageImplementationDefault(GLenum target, GLint level, InternalFormat internalFormat, const Math::Vector<1, GLsizei>& size, AbstractImage::Format format, AbstractImage::Type type, const GLvoid* data);
void MAGNUM_LOCAL imageImplementationDSA(GLenum target, GLint level, InternalFormat internalFormat, const Math::Vector<1, GLsizei>& size, AbstractImage::Format format, AbstractImage::Type type, const GLvoid* data);
static Image1DImplementation image1DImplementation;
#endif
typedef void(AbstractTexture::*Image2DImplementation)(GLenum, GLint, InternalFormat, const Vector2i&, AbstractImage::Format, AbstractImage::Type, const GLvoid*);
void MAGNUM_LOCAL imageImplementationDefault(GLenum target, GLint level, InternalFormat internalFormat, const Vector2i& size, AbstractImage::Format format, AbstractImage::Type type, const GLvoid* data);
void MAGNUM_LOCAL imageImplementationDSA(GLenum target, GLint level, InternalFormat internalFormat, const Vector2i& size, AbstractImage::Format format, AbstractImage::Type type, const GLvoid* data);
static Image2DImplementation image2DImplementation;
typedef void(AbstractTexture::*Image3DImplementation)(GLenum, GLint, InternalFormat, const Vector3i&, AbstractImage::Format, AbstractImage::Type, const GLvoid*);
void MAGNUM_LOCAL imageImplementationDefault(GLenum target, GLint level, InternalFormat internalFormat, const Vector3i& size, AbstractImage::Format format, AbstractImage::Type type, const GLvoid* data);
void MAGNUM_LOCAL imageImplementationDSA(GLenum target, GLint level, InternalFormat internalFormat, const Vector3i& size, AbstractImage::Format format, AbstractImage::Type type, const GLvoid* data);
static Image3DImplementation image3DImplementation;
#ifndef MAGNUM_TARGET_GLES
typedef void(AbstractTexture::*SubImage1DImplementation)(GLenum, GLint, const Math::Vector<1, GLint>&, const Math::Vector<1, GLsizei>&, AbstractImage::Format, AbstractImage::Type, const GLvoid*);
void MAGNUM_LOCAL subImageImplementationDefault(GLenum target, GLint level, const Math::Vector<1, GLint>& offset, const Math::Vector<1, GLsizei>& size, AbstractImage::Format format, AbstractImage::Type type, const GLvoid* data);
void MAGNUM_LOCAL subImageImplementationDSA(GLenum target, GLint level, const Math::Vector<1, GLint>& offset, const Math::Vector<1, GLsizei>& size, AbstractImage::Format format, AbstractImage::Type type, const GLvoid* data);
static SubImage1DImplementation subImage1DImplementation;
#endif
typedef void(AbstractTexture::*SubImage2DImplementation)(GLenum, GLint, const Vector2i&, const Vector2i&, AbstractImage::Format, AbstractImage::Type, const GLvoid*);
void MAGNUM_LOCAL subImageImplementationDefault(GLenum target, GLint level, const Vector2i& offset, const Vector2i& size, AbstractImage::Format format, AbstractImage::Type type, const GLvoid* data);
void MAGNUM_LOCAL subImageImplementationDSA(GLenum target, GLint level, const Vector2i& offset, const Vector2i& size, AbstractImage::Format format, AbstractImage::Type type, const GLvoid* data);
static SubImage2DImplementation subImage2DImplementation;
typedef void(AbstractTexture::*SubImage3DImplementation)(GLenum, GLint, const Vector3i&, const Vector3i&, AbstractImage::Format, AbstractImage::Type, const GLvoid*);
void MAGNUM_LOCAL subImageImplementationDefault(GLenum target, GLint level, const Vector3i& offset, const Vector3i& size, AbstractImage::Format format, AbstractImage::Type type, const GLvoid* data);
void MAGNUM_LOCAL subImageImplementationDSA(GLenum target, GLint level, const Vector3i& offset, const Vector3i& size, AbstractImage::Format format, AbstractImage::Type type, const GLvoid* data);
static SubImage3DImplementation subImage3DImplementation;
void MAGNUM_LOCAL destroy();
void MAGNUM_LOCAL move();
GLuint _id;
};
#ifndef DOXYGEN_GENERATING_OUTPUT
#ifndef MAGNUM_TARGET_GLES
template<> struct AbstractTexture::DataHelper<1> {
enum class Target: GLenum {
Texture1D = GL_TEXTURE_1D
};
inline constexpr static Target target() { return Target::Texture1D; }
inline static void setWrapping(AbstractTexture* texture, const Array1D<Wrapping>& wrapping) {
(texture->*parameteriImplementation)(GL_TEXTURE_WRAP_S, static_cast<GLint>(wrapping.x()));
}
template<class Image> inline static typename std::enable_if<Image::Dimensions == 1, void>::type set(AbstractTexture* texture, GLenum target, GLint level, InternalFormat internalFormat, Image* image) {
(texture->*image1DImplementation)(target, level, internalFormat, image->size(), image->format(), image->type(), image->data());
}
template<class Image> inline static typename std::enable_if<Image::Dimensions == 1, void>::type setSub(AbstractTexture* texture, GLenum target, GLint level, const Math::Vector<1, GLint>& offset, Image* image) {
(texture->*subImage1DImplementation)(target, level, offset, image->size(), image->format(), image->type(), image->data());
}
};
#endif
template<> struct MAGNUM_EXPORT AbstractTexture::DataHelper<2> {
enum class Target: GLenum {
Texture2D = GL_TEXTURE_2D
#ifndef MAGNUM_TARGET_GLES
,
Texture1DArray = GL_TEXTURE_1D_ARRAY,
Rectangle = GL_TEXTURE_RECTANGLE
#endif
};
inline constexpr static Target target() { return Target::Texture2D; }
static void setWrapping(AbstractTexture* texture, const Array2D<Wrapping>& wrapping);
template<class Image> inline static typename std::enable_if<Image::Dimensions == 2, void>::type set(AbstractTexture* texture, GLenum target, GLint level, InternalFormat internalFormat, Image* image) {
(texture->*image2DImplementation)(target, level, internalFormat, image->size(), image->format(), image->type(), image->data());
}
template<class Image> inline static typename std::enable_if<Image::Dimensions == 2, void>::type setSub(AbstractTexture* texture, GLenum target, GLint level, const Vector2i& offset, Image* image) {
(texture->*subImage2DImplementation)(target, level, offset, image->size(), image->format(), image->type(), image->data());
}
template<class Image> inline static typename std::enable_if<Image::Dimensions == 1, void>::type setSub(AbstractTexture* texture, GLenum target, GLint level, const Vector2i& offset, Image* image) {
(texture->*subImage2DImplementation)(target, level, offset, Vector2i(image->size(), 1), image->format(), image->type(), image->data());
}
};
template<> struct MAGNUM_EXPORT AbstractTexture::DataHelper<3> {
enum class Target: GLenum {
#ifndef MAGNUM_TARGET_GLES2
Texture3D = GL_TEXTURE_3D,
Texture2DArray = GL_TEXTURE_2D_ARRAY
#else
Texture3D = GL_TEXTURE_3D_OES
#endif
};
inline constexpr static Target target() { return Target::Texture3D; }
static void setWrapping(AbstractTexture* texture, const Array3D<Wrapping>& wrapping);
template<class Image> inline static typename std::enable_if<Image::Dimensions == 3, void>::type set(AbstractTexture* texture, GLenum target, GLint level, InternalFormat internalFormat, Image* image) {
(texture->*image3DImplementation)(target, level, internalFormat, image->size(), image->format(), image->type(), image->data());
}
template<class Image> inline static typename std::enable_if<Image::Dimensions == 3, void>::type setSub(AbstractTexture* texture, GLenum target, GLint level, const Vector3i& offset, Image* image) {
(texture->*subImage3DImplementation)(target, level, offset, image->size(), image->format(), image->type(), image->data());
}
template<class Image> inline static typename std::enable_if<Image::Dimensions == 2, void>::type setSub(AbstractTexture* texture, GLenum target, GLint level, const Vector3i& offset, Image* image) {
(texture->*subImage3DImplementation)(target, level, offset, Vector3i(image->size(), 1), image->format(), image->type(), image->data());
}
};
#endif
}
#endif