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#ifndef Magnum_TextureArray_h
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#define Magnum_TextureArray_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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#ifndef MAGNUM_TARGET_GLES2
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/** @file
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* @brief Class @ref Magnum::TextureArray, typedef @ref Magnum::Texture1DArray, @ref Magnum::Texture2DArray
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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/DimensionTraits.h"
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#include "Magnum/Math/Vector3.h"
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#ifndef MAGNUM_TARGET_GLES2
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namespace Magnum {
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namespace Implementation {
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template<UnsignedInt> constexpr GLenum textureArrayTarget();
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#ifndef MAGNUM_TARGET_GLES
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template<> constexpr GLenum textureArrayTarget<1>() { return GL_TEXTURE_1D_ARRAY; }
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#endif
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template<> constexpr GLenum textureArrayTarget<2>() { return GL_TEXTURE_2D_ARRAY; }
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}
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/**
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@brief Texture array
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Template class for one- and two-dimensional texture arrays. See also
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@ref AbstractTexture documentation for more information.
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## Usage
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See @ref Texture documentation for introduction.
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Common usage is to fully configure all texture parameters and then set the
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data. Example configuration:
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@code
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Texture2DArray texture;
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texture.setMagnificationFilter(Sampler::Filter::Linear)
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.setMinificationFilter(Sampler::Filter::Linear, Sampler::Mipmap::Linear)
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.setWrapping(Sampler::Wrapping::ClampToEdge)
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.setMaxAnisotropy(Sampler::maxMaxAnisotropy());;
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@endcode
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It is often more convenient to first allocate the memory for all layers by
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calling @ref setStorage() and then specify each layer separately using
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@ref setSubImage():
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@code
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texture.setStorage(levels, TextureFormat::RGBA8, {64, 64, 16});
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for(std::size_t i = 0; i != 16; ++i) {
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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 image(PixelFormat::RGBA, PixelType::UnsignedByte, {64, 64, 1}, ...);
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texture.setSubImage(0, Vector3i::zAxis(i), image);
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}
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@endcode
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In shader, the texture is used via `sampler1DArray`/`sampler2DArray`,
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`sampler1DArrayShadow`/`sampler1DArrayShadow`, `isampler1DArray`/`isampler2DArray`
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or `usampler1DArray`/`usampler2DArray`. See @ref AbstractShaderProgram
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documentation for more information about usage in shaders.
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@see @ref Texture1DArray, @ref Texture2DArray, @ref Texture,
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@ref CubeMapTexture, @ref CubeMapTextureArray, @ref RectangleTexture,
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@ref BufferTexture, @ref MultisampleTexture
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@requires_gl30 Extension @extension{EXT,texture_array}
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@requires_gles30 Array textures are not available in OpenGL ES 2.0.
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@requires_webgl20 Array textures are not available in WebGL 1.0.
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@requires_gl 1D array textures are not available in OpenGL ES or WebGL, only
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2D ones.
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@todo Fix this when @es_extension{NV,texture_array} is in ES2 extension headers
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*/
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template<UnsignedInt dimensions> class TextureArray: public AbstractTexture {
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public:
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enum: UnsignedInt {
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Dimensions = dimensions /**< Texture dimension count */
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};
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/**
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* @brief Max supported texture array size
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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 @extension{EXT,texture_array} (part of
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* OpenGL 3.0) is not available, returns zero vector.
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* @see @fn_gl{Get} with @def_gl{MAX_TEXTURE_SIZE} and
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* @def_gl{MAX_ARRAY_TEXTURE_LAYERS}
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*/
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static VectorTypeFor<dimensions+1, Int> 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 VectorTypeFor<dimensions, Int> compressedBlockSize(TextureFormat format) {
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return DataHelper<dimensions>::compressedBlockSize(Implementation::textureArrayTarget<dimensions>(), 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(Implementation::textureArrayTarget<dimensions>(), format);
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}
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#endif
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/**
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* @brief Wrap existing OpenGL texture array object
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* @param id OpenGL texture array 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_1D_ARRAY} or @def_gl{TEXTURE_2D_ARRAY}
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* based on dimension count. Unlike texture created using constructor,
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* the OpenGL object is by default not deleted on destruction, use
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* @p flags for different behavior.
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* @see @ref release()
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*/
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static TextureArray<dimensions> wrap(GLuint id, ObjectFlags flags = {}) {
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return TextureArray<dimensions>{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 TextureArray(NoCreateT), @ref wrap(), @fn_gl{CreateTextures}
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* with @def_gl{TEXTURE_1D_ARRAY} or @def_gl{TEXTURE_2D_ARRAY},
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* eventually @fn_gl{GenTextures}
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*/
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explicit TextureArray(): AbstractTexture(Implementation::textureArrayTarget<dimensions>()) {}
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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 TextureArray(), @ref wrap()
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*/
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explicit TextureArray(NoCreateT) noexcept: AbstractTexture{NoCreate, Implementation::textureArrayTarget<dimensions>()} {}
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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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TextureArray<dimensions>& 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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TextureArray<dimensions>& 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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TextureArray<dimensions>& 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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TextureArray<dimensions>& 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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TextureArray<dimensions>& 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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TextureArray<dimensions>& 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 and WebGL.
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*/
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TextureArray<dimensions>& 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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TextureArray<dimensions>& setWrapping(const Array<dimensions, Sampler::Wrapping>& wrapping) {
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DataHelper<dimensions>::setWrapping(*this, wrapping);
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return *this;
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}
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#ifndef MAGNUM_TARGET_WEBGL
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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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* @requires_gles Border clamp is not available in WebGL.
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*/
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TextureArray<dimensions>& 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)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::setBorderColor(const Vector4ui&) for more
|
|
|
|
|
* information.
|
|
|
|
|
* @requires_gl30 Extension @extension{EXT,texture_integer}
|
|
|
|
|
* @requires_es_extension Extension @es_extension{ANDROID,extension_pack_es31a}/
|
|
|
|
|
* @es_extension{EXT,texture_border_clamp}
|
|
|
|
|
* @requires_gles Border clamp is not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& 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}
|
|
|
|
|
* @requires_gles Border clamp is not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& setBorderColor(const Vector4i& color) {
|
|
|
|
|
AbstractTexture::setBorderColor(color);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::setMaxAnisotropy()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::setMaxAnisotropy() for more information.
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& setMaxAnisotropy(Float anisotropy) {
|
|
|
|
|
AbstractTexture::setMaxAnisotropy(anisotropy);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
/**
|
|
|
|
|
* @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}
|
|
|
|
|
* @requires_gles SRGB decode is not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& 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> TextureArray<dimensions>& setSwizzle() {
|
|
|
|
|
AbstractTexture::setSwizzle<r, g, b, a>();
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::setCompareMode()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::setCompareMode() for more information.
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& 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.
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& setCompareFunction(Sampler::CompareFunction function) {
|
|
|
|
|
AbstractTexture::setCompareFunction(function);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::setDepthStencilMode()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::setDepthStencilMode() for more information.
|
|
|
|
|
* @requires_gl43 Extension @extension{ARB,stencil_texturing}
|
|
|
|
|
* @requires_gles31 Stencil texturing is not available in OpenGL ES 3.0
|
|
|
|
|
* and older.
|
|
|
|
|
* @requires_gles Stencil texturing is not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& setDepthStencilMode(Sampler::DepthStencilMode mode) {
|
|
|
|
|
AbstractTexture::setDepthStencilMode(mode);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::setStorage()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::setStorage() for more information.
|
|
|
|
|
* @see @ref maxSize()
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& setStorage(Int levels, TextureFormat internalFormat, const VectorTypeFor<dimensions+1, Int>& size) {
|
|
|
|
|
DataHelper<dimensions+1>::setStorage(*this, levels, internalFormat, size);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::imageSize()
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::imageSize() for more information.
|
|
|
|
|
* @requires_gles31 Texture image size queries are not available in
|
|
|
|
|
* OpenGL ES 3.0 and older.
|
|
|
|
|
* @requires_gles Texture image size queries are not available in
|
|
|
|
|
* WebGL.
|
|
|
|
|
*/
|
|
|
|
|
VectorTypeFor<dimensions+1, Int> imageSize(Int level) {
|
|
|
|
|
return DataHelper<dimensions+1>::imageSize(*this, level);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::image(Int, Image&)
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::image(Int, Image&) for more information.
|
|
|
|
|
* @requires_gl Texture image queries are not available in OpenGL ES or
|
|
|
|
|
* WebGL. See @ref Framebuffer::read() for possible workaround.
|
|
|
|
|
*/
|
|
|
|
|
void image(Int level, Image<dimensions+1>& image) {
|
|
|
|
|
AbstractTexture::image<dimensions+1>(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
|
|
|
|
|
*/
|
|
|
|
|
Image<dimensions+1> image(Int level, Image<dimensions+1>&& image);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::image(Int, BufferImage&, BufferUsage)
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::image(Int, BufferImage&, BufferUsage) for more
|
|
|
|
|
* information.
|
|
|
|
|
* @requires_gl Texture image queries are not available in OpenGL ES or
|
|
|
|
|
* WebGL. See @ref Framebuffer::read() for possible workaround.
|
|
|
|
|
*/
|
|
|
|
|
void image(Int level, BufferImage<dimensions+1>& image, BufferUsage usage) {
|
|
|
|
|
AbstractTexture::image<dimensions+1>(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
|
|
|
|
|
*/
|
|
|
|
|
BufferImage<dimensions+1> image(Int level, BufferImage<dimensions+1>&& image, BufferUsage usage);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::compressedImage(Int, CompressedImage&)
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::compressedImage(Int, CompressedImage&) for more
|
|
|
|
|
* information.
|
|
|
|
|
* @requires_gl Texture image queries are not available in OpenGL ES or
|
|
|
|
|
* WebGL. See @ref Framebuffer::read() for possible workaround.
|
|
|
|
|
*/
|
|
|
|
|
void compressedImage(Int level, CompressedImage<dimensions+1>& image) {
|
|
|
|
|
AbstractTexture::compressedImage<dimensions+1>(level, image);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
*
|
|
|
|
|
* Convenience alternative to the above, example usage:
|
|
|
|
|
* @code
|
|
|
|
|
* CompressedImage3D image = texture.compressedImage(0, {});
|
|
|
|
|
* @endcode
|
|
|
|
|
*/
|
|
|
|
|
CompressedImage<dimensions+1> compressedImage(Int level, CompressedImage<dimensions+1>&& image);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::compressedImage(Int, CompressedBufferImage&, BufferUsage)
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::compressedImage(Int, CompressedBufferImage&, BufferUsage)
|
|
|
|
|
* for more information.
|
|
|
|
|
* @requires_gl Texture image queries are not available in OpenGL ES or
|
|
|
|
|
* WebGL. See @ref Framebuffer::read() for possible workaround.
|
|
|
|
|
*/
|
|
|
|
|
void compressedImage(Int level, CompressedBufferImage<dimensions+1>& image, BufferUsage usage) {
|
|
|
|
|
AbstractTexture::compressedImage<dimensions+1>(level, image, usage);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
*
|
|
|
|
|
* Convenience alternative to the above, example usage:
|
|
|
|
|
* @code
|
|
|
|
|
* CompressedBufferImage3D image = texture.compressedImage(0, {}, BufferUsage::StaticRead);
|
|
|
|
|
* @endcode
|
|
|
|
|
*/
|
|
|
|
|
CompressedBufferImage<dimensions+1> compressedImage(Int level, CompressedBufferImage<dimensions+1>&& 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 or
|
|
|
|
|
* WebGL. See @ref Framebuffer::read() for possible workaround.
|
|
|
|
|
*/
|
|
|
|
|
void subImage(Int level, const RangeTypeFor<dimensions+1, Int>& range, Image<dimensions+1>& image) {
|
|
|
|
|
AbstractTexture::subImage<dimensions+1>(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
|
|
|
|
|
*/
|
|
|
|
|
Image<dimensions+1> subImage(Int level, const RangeTypeFor<dimensions+1, Int>& range, Image<dimensions+1>&& 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 or
|
|
|
|
|
* WebGL. See @ref Framebuffer::read() for possible workaround.
|
|
|
|
|
*/
|
|
|
|
|
void subImage(Int level, const RangeTypeFor<dimensions+1, Int>& range, BufferImage<dimensions+1>& image, BufferUsage usage) {
|
|
|
|
|
AbstractTexture::subImage<dimensions+1>(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
|
|
|
|
|
*/
|
|
|
|
|
BufferImage<dimensions+1> subImage(Int level, const RangeTypeFor<dimensions+1, Int>& range, BufferImage<dimensions+1>&& image, BufferUsage usage);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::compressedSubImage(Int, const RangeTypeFor<dimensions, Int>&, CompressedImage&)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::compressedSubImage(Int, const RangeTypeFor<dimensions, Int>&, CompressedImage&)
|
|
|
|
|
* for more information.
|
|
|
|
|
* @requires_gl45 Extension @extension{ARB,get_texture_sub_image}
|
|
|
|
|
* @requires_gl Texture image queries are not available in OpenGL ES or
|
|
|
|
|
* WebGL. See @ref Framebuffer::read() for possible workaround.
|
|
|
|
|
*/
|
|
|
|
|
void compressedSubImage(Int level, const RangeTypeFor<dimensions+1, Int>& range, CompressedImage<dimensions+1>& image) {
|
|
|
|
|
AbstractTexture::compressedSubImage<dimensions+1>(level, range, image);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
*
|
|
|
|
|
* Convenience alternative to the above, example usage:
|
|
|
|
|
* @code
|
|
|
|
|
* CompressedImage3D image = texture.compressedSubImage(0, range, {});
|
|
|
|
|
* @endcode
|
|
|
|
|
*/
|
|
|
|
|
CompressedImage<dimensions+1> compressedSubImage(Int level, const RangeTypeFor<dimensions+1, Int>& range, CompressedImage<dimensions+1>&& image);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::compressedSubImage(Int, const RangeTypeFor<dimensions, Int>&, CompressedBufferImage&, BufferUsage)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::compressedSubImage(Int, const RangeTypeFor<dimensions, Int>&, CompressedBufferImage&, BufferUsage)
|
|
|
|
|
* for more information.
|
|
|
|
|
* @requires_gl45 Extension @extension{ARB,get_texture_sub_image}
|
|
|
|
|
* @requires_gl Texture image queries are not available in OpenGL ES or
|
|
|
|
|
* WebGL. See @ref Framebuffer::read() for possible workaround.
|
|
|
|
|
*/
|
|
|
|
|
void compressedSubImage(Int level, const RangeTypeFor<dimensions+1, Int>& range, CompressedBufferImage<dimensions+1>& image, BufferUsage usage) {
|
|
|
|
|
AbstractTexture::compressedSubImage<dimensions+1>(level, range, image, usage);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
*
|
|
|
|
|
* Convenience alternative to the above, example usage:
|
|
|
|
|
* @code
|
|
|
|
|
* CompressedBufferImage3D image = texture.compressedSubImage(0, range, {}, BufferUsage::StaticRead);
|
|
|
|
|
* @endcode
|
|
|
|
|
*/
|
|
|
|
|
CompressedBufferImage<dimensions+1> compressedSubImage(Int level, const RangeTypeFor<dimensions+1, Int>& range, CompressedBufferImage<dimensions+1>&& image, BufferUsage usage);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::setImage()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::setImage() for more information.
|
|
|
|
|
* @see @ref maxSize()
|
|
|
|
|
* @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage()
|
|
|
|
|
* instead.
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& setImage(Int level, TextureFormat internalFormat, const ImageView<dimensions+1>& image) {
|
|
|
|
|
DataHelper<dimensions+1>::setImage(*this, level, internalFormat, image);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
* @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage()
|
|
|
|
|
* instead.
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& setImage(Int level, TextureFormat internalFormat, BufferImage<dimensions+1>& image) {
|
|
|
|
|
DataHelper<dimensions+1>::setImage(*this, level, internalFormat, image);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
* @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage()
|
|
|
|
|
* instead.
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& setImage(Int level, TextureFormat internalFormat, BufferImage<dimensions+1>&& image) {
|
|
|
|
|
return setImage(level, internalFormat, image);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::setCompressedImage()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::setCompressedImage() for more information.
|
|
|
|
|
* @see @ref maxSize()
|
|
|
|
|
* @deprecated_gl Prefer to use @ref setStorage() and
|
|
|
|
|
* @ref setCompressedSubImage() instead.
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& setCompressedImage(Int level, const CompressedImageView<dimensions+1>& image) {
|
|
|
|
|
DataHelper<dimensions+1>::setCompressedImage(*this, level, image);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
* @deprecated_gl Prefer to use @ref setStorage() and
|
|
|
|
|
* @ref setCompressedSubImage() instead.
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& setCompressedImage(Int level, CompressedBufferImage<dimensions+1>& image) {
|
|
|
|
|
DataHelper<dimensions+1>::setCompressedImage(*this, level, image);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload
|
|
|
|
|
* @deprecated_gl Prefer to use @ref setStorage() and
|
|
|
|
|
* @ref setCompressedSubImage() instead.
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& setCompressedImage(Int level, CompressedBufferImage<dimensions+1>&& image) {
|
|
|
|
|
return setCompressedImage(level, image);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set image subdata
|
|
|
|
|
* @param level Mip level
|
|
|
|
|
* @param offset Offset where to put data in the texture
|
|
|
|
|
* @param image @ref Image, @ref ImageView or
|
|
|
|
|
* @ref Trade::ImageData of the same dimension count
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* If neither @extension{ARB,direct_state_access} (part of OpenGL 4.5)
|
|
|
|
|
* nor @extension{EXT,direct_state_access} desktop extension is
|
|
|
|
|
* available, the texture is bound before the operation (if not
|
|
|
|
|
* already).
|
|
|
|
|
* @see @ref setStorage(), @fn_gl{PixelStore}, then
|
|
|
|
|
* @fn_gl2{TextureSubImage2D,TexSubImage2D}/
|
|
|
|
|
* @fn_gl2{TextureSubImage3D,TexSubImage3D},
|
|
|
|
|
* @fn_gl_extension{TextureSubImage2D,EXT,direct_state_access}/
|
|
|
|
|
* @fn_gl_extension{TextureSubImage3D,EXT,direct_state_access},
|
|
|
|
|
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
|
|
|
|
|
* @fn_gl{TexSubImage2D}/@fn_gl{TexSubImage3D}
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& setSubImage(Int level, const VectorTypeFor<dimensions+1, Int>& offset, const ImageView<dimensions+1>& image) {
|
|
|
|
|
DataHelper<dimensions+1>::setSubImage(*this, level, offset, image);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload */
|
|
|
|
|
TextureArray<dimensions>& setSubImage(Int level, const VectorTypeFor<dimensions+1, Int>& offset, BufferImage<dimensions+1>& image) {
|
|
|
|
|
DataHelper<dimensions+1>::setSubImage(*this, level, offset, image);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload */
|
|
|
|
|
TextureArray<dimensions>& setSubImage(Int level, const VectorTypeFor<dimensions+1, Int>& offset, BufferImage<dimensions+1>&& image) {
|
|
|
|
|
return setSubImage(level, offset, image);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set compressed image subdata
|
|
|
|
|
* @param level Mip level
|
|
|
|
|
* @param offset Offset where to put data in the texture
|
|
|
|
|
* @param image @ref CompressedImage, @ref CompressedImageView
|
|
|
|
|
* or compressed @ref Trade::ImageData of the same dimension count
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* If neither @extension{ARB,direct_state_access} (part of OpenGL 4.5)
|
|
|
|
|
* nor @extension{EXT,direct_state_access} desktop extension is
|
|
|
|
|
* available, the texture is bound before the operation (if not
|
|
|
|
|
* already).
|
|
|
|
|
* @see @ref setStorage(), @fn_gl{PixelStore}, then
|
|
|
|
|
* @fn_gl2{CompressedTextureSubImage2D,CompressedTexSubImage2D}/
|
|
|
|
|
* @fn_gl2{CompressedTextureSubImage3D,CompressedTexSubImage3D},
|
|
|
|
|
* @fn_gl_extension{CompressedTextureSubImage2D,EXT,direct_state_access}/
|
|
|
|
|
* @fn_gl_extension{CompressedTextureSubImage3D,EXT,direct_state_access},
|
|
|
|
|
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
|
|
|
|
|
* @fn_gl{CompressedTexSubImage2D}/@fn_gl{CompressedTexSubImage3D}
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& setCompressedSubImage(Int level, const VectorTypeFor<dimensions+1, Int>& offset, const CompressedImageView<dimensions+1>& image) {
|
|
|
|
|
DataHelper<dimensions+1>::setCompressedSubImage(*this, level, offset, image);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload */
|
|
|
|
|
TextureArray<dimensions>& setCompressedSubImage(Int level, const VectorTypeFor<dimensions+1, Int>& offset, CompressedBufferImage<dimensions+1>& image) {
|
|
|
|
|
DataHelper<dimensions+1>::setCompressedSubImage(*this, level, offset, image);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload */
|
|
|
|
|
TextureArray<dimensions>& setCompressedSubImage(Int level, const VectorTypeFor<dimensions+1, Int>& offset, CompressedBufferImage<dimensions+1>&& image) {
|
|
|
|
|
return setCompressedSubImage(level, offset, image);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::generateMipmap()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::generateMipmap() for more information.
|
|
|
|
|
* @requires_gl30 Extension @extension{ARB,framebuffer_object}
|
|
|
|
|
*/
|
|
|
|
|
TextureArray<dimensions>& generateMipmap() {
|
|
|
|
|
AbstractTexture::generateMipmap();
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::invalidateImage()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::invalidateImage() for more information.
|
|
|
|
|
*/
|
|
|
|
|
void invalidateImage(Int level) { AbstractTexture::invalidateImage(level); }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copybrief Texture::invalidateSubImage()
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* See @ref Texture::invalidateSubImage() for more information.
|
|
|
|
|
*/
|
|
|
|
|
void invalidateSubImage(Int level, const VectorTypeFor<dimensions+1, Int>& offset, const VectorTypeFor<dimensions+1, Int>& size) {
|
|
|
|
|
DataHelper<dimensions+1>::invalidateSubImage(*this, level, offset, size);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Overloads to remove WTF-factor from method chaining order */
|
|
|
|
|
#if !defined(DOXYGEN_GENERATING_OUTPUT) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
TextureArray<dimensions>& setLabel(const std::string& label) {
|
|
|
|
|
AbstractTexture::setLabel(label);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
template<std::size_t size> TextureArray<dimensions>& setLabel(const char(&label)[size]) {
|
|
|
|
|
AbstractTexture::setLabel<size>(label);
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
explicit TextureArray(GLuint id, ObjectFlags flags): AbstractTexture{id, Implementation::textureArrayTarget<dimensions>(), flags} {}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/**
|
|
|
|
|
@brief One-dimensional texture array
|
|
|
|
|
|
|
|
|
|
@requires_gl30 Extension @extension{EXT,texture_array}
|
|
|
|
|
@requires_gl Only @ref Texture2DArray is available in OpenGL ES and WebGL.
|
|
|
|
|
*/
|
|
|
|
|
typedef TextureArray<1> Texture1DArray;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Two-dimensional texture array
|
|
|
|
|
|
|
|
|
|
@requires_gl30 Extension @extension{EXT,texture_array}
|
|
|
|
|
@requires_gles30 Array textures are not available in OpenGL ES 2.0.
|
|
|
|
|
@requires_webgl20 Array textures are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
typedef TextureArray<2> Texture2DArray;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
#else
|
|
|
|
|
#error this header is not available in OpenGL ES 2.0 build
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#endif
|