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#ifndef Magnum_CubeMapTextureArray_h
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#define Magnum_CubeMapTextureArray_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014
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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_GLES
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/** @file
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* @brief Class @ref Magnum::CubeMapTextureArray
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*/
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#endif
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#include "Magnum/AbstractTexture.h"
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#include "Magnum/Array.h"
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#include "Magnum/Math/Vector3.h"
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#ifndef MAGNUM_TARGET_GLES
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namespace Magnum {
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/**
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@brief Cube map texture array
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See @ref CubeMapTexture documentation for introduction.
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@section CubeMapTextureArray-usage Usage
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See @ref Texture documentation for introduction.
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Common usage is to specify each layer and face separately using @ref setSubImage().
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You have to allocate the memory for all layers and faces first by calling
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@ref setStorage(). Example: array with 4 layers of cube maps, each cube map
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consisting of six 64x64 images, i.e. 24 layers total:
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@code
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CubeMapTextureArray texture;
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texture.setMagnificationFilter(Sampler::Filter::Linear)
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// ...
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.setStorage(Math::log2(64)+1, TextureFormat::RGBA8, {64, 64, 24});
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for(std::size_t i = 0; i != 4; i += 6) {
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Image3D imagePositiveX(ColorFormat::RGBA, ColorType::UnsignedByte, {64, 64, 1}, data);
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// ...
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texture.setSubImage(0, Vector3i::zAxis(i+0), imagePositiveX);
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texture.setSubImage(0, Vector3i::zAxis(i+1), imageNegativeX);
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texture.setSubImage(0, Vector3i::zAxis(i+2), imagePositiveY);
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// ...
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}
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texture.generateMipmap();
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@endcode
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In shader, the texture is used via `samplerCubeArray`, `samplerCubeArrayShadow`,
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`isamplerCubeArray` or `usamplerCubeArray`. Unlike in classic textures,
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coordinates for cube map texture arrays is signed four-part vector. First three
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parts define vector from the center of the cube which intersects with one of
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the six sides of the cube map, fourth part is layer in the array. See
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@ref AbstractShaderProgram for more information about usage in shaders.
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@see @ref Renderer::Feature::SeamlessCubeMapTexture, @ref CubeMapTexture,
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@ref Texture, @ref TextureArray, @ref RectangleTexture, @ref BufferTexture,
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@ref MultisampleTexture
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@requires_gl40 %Extension @extension{ARB,texture_cube_map_array}
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@requires_gl Cube map texture arrays are not available in OpenGL ES.
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*/
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class CubeMapTextureArray: public AbstractTexture {
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public:
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/**
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* @brief Constructor
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*
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* Creates new OpenGL texture object.
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* @see @fn_gl{GenTextures} with @def_gl{TEXTURE_CUBE_MAP_ARRAY}
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*/
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explicit CubeMapTextureArray(): AbstractTexture(GL_TEXTURE_CUBE_MAP_ARRAY) {}
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/**
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* @brief Max supported size of one side of cube map texture array
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*
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* The result is cached, repeated queries don't result in repeated
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* OpenGL calls. If @extension{ARB,texture_cube_map_array} (part of
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* OpenGL 4.0) is not available, returns zero vector.
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* @see @fn_gl{Get} with @def_gl{MAX_CUBE_MAP_TEXTURE_SIZE} and
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* @def_gl{MAX_ARRAY_TEXTURE_LAYERS}
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*/
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static Vector3i maxSize();
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/**
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* @brief Set base mip level
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setBaseLevel() for more information.
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*/
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CubeMapTextureArray& setBaseLevel(Int level) {
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AbstractTexture::setBaseLevel(level);
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return *this;
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}
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/**
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* @brief Set max mip level
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setMaxLevel() for more information.
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*/
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CubeMapTextureArray& setMaxLevel(Int level) {
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AbstractTexture::setMaxLevel(level);
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return *this;
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}
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/** @copydoc Texture::setMinificationFilter() */
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CubeMapTextureArray& setMinificationFilter(Sampler::Filter filter, Sampler::Mipmap mipmap = Sampler::Mipmap::Base) {
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AbstractTexture::setMinificationFilter(filter, mipmap);
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return *this;
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}
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/** @copydoc Texture::setMagnificationFilter() */
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CubeMapTextureArray& setMagnificationFilter(Sampler::Filter filter) {
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AbstractTexture::setMagnificationFilter(filter);
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return *this;
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}
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/**
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* @brief Set minimum level-of-detail parameter
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setMinLod() for more information.
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*/
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CubeMapTextureArray& setMinLod(Float lod) {
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AbstractTexture::setMinLod(lod);
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return *this;
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}
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/**
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* @brief Set maximum level-of-detail parameter
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setMaxLod() for more information.
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*/
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CubeMapTextureArray& setMaxLod(Float lod) {
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AbstractTexture::setMaxLod(lod);
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return *this;
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}
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/**
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* @brief Set level-of-detail bias
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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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*/
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CubeMapTextureArray& setLodBias(Float bias) {
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AbstractTexture::setLodBias(bias);
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return *this;
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}
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/** @copydoc Texture::setWrapping() */
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CubeMapTextureArray& setWrapping(const Array3D<Sampler::Wrapping>& wrapping) {
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DataHelper<3>::setWrapping(*this, wrapping);
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return *this;
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}
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/**
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* @brief Set border color
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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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*/
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CubeMapTextureArray& setBorderColor(const Color4& color) {
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AbstractTexture::setBorderColor(color);
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return *this;
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}
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/**
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* @brief Set border color for integer texture
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setBorderColor(const Vector4ui&) for more
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* information.
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*/
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CubeMapTextureArray& setBorderColor(const Vector4ui& 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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* @brief Set border color for integer texture
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* @return Reference to self (for method chaining)
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*
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* See @ref Texture::setBorderColor(const Vector4i&) for more
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* information.
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*/
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CubeMapTextureArray& setBorderColor(const Vector4i& color) {
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AbstractTexture::setBorderColor(color);
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return *this;
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}
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/** @copydoc Texture::setMaxAnisotropy() */
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CubeMapTextureArray& setMaxAnisotropy(Float anisotropy) {
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AbstractTexture::setMaxAnisotropy(anisotropy);
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return *this;
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}
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#ifndef MAGNUM_TARGET_GLES
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/** @copydoc Texture::setDepthStencilMode() */
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CubeMapTextureArray& setDepthStencilMode(Sampler::DepthStencilMode mode) {
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AbstractTexture::setDepthStencilMode(mode);
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return *this;
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}
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#endif
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/**
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* @brief %Image size in given mip level
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* @param level Mip level
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*
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* See @ref Texture::imageSize() for more information.
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*/
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Vector3i imageSize(Int level) {
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return DataHelper<3>::imageSize(*this, GL_TEXTURE_CUBE_MAP_ARRAY, level);
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}
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/**
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* @brief Set storage
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*
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* Z coordinate of @p size must be multiple of 6. See
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* @ref Texture::setStorage() for more information.
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* @see @ref maxSize()
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*/
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CubeMapTextureArray& setStorage(Int levels, TextureFormat internalFormat, const Vector3i& size) {
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DataHelper<3>::setStorage(*this, _target, levels, internalFormat, size);
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return *this;
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}
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/**
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* @brief Read given mip level of texture to image
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* @param level Mip level
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* @param image %Image where to put the data
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*
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* See @ref Texture::image(Int, Image&) for more information.
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*/
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void image(Int level, Image3D& image) {
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AbstractTexture::image<3>(GL_TEXTURE_CUBE_MAP_ARRAY, level, image);
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}
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/**
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* @brief Read given mip level of texture to buffer image
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* @param level Mip level
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* @param image %Buffer image where to put the data
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* @param usage %Buffer usage
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*
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* See @ref Texture::image(Int, BufferImage&, BufferUsage) for more
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* information.
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*/
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void image(Int level, BufferImage3D& image, BufferUsage usage) {
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AbstractTexture::image<3>(GL_TEXTURE_CUBE_MAP_ARRAY, level, image, usage);
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}
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/**
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* @brief Set image data
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* @param level Mip level
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* @param internalFormat Internal format
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* @param image @ref Image3D, @ref ImageReference3D or
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* @ref Trade::ImageData3D
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* @return Reference to self (for method chaining)
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*
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* Sets texture image data from three-dimensional image for all cube
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* faces for all layers. Each group of 6 2D images is one cube map
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* layer, thus Z coordinate of @p image size must be multiple of 6. The
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* images are in order of (+X, -X, +Y, -Y, +Z, -Z).
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*
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* See @ref Texture::setImage() for more information.
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* @see @ref maxSize()
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*/
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CubeMapTextureArray& setImage(Int level, TextureFormat internalFormat, const ImageReference3D& image) {
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DataHelper<3>::setImage(*this, GL_TEXTURE_CUBE_MAP_ARRAY, level, internalFormat, image);
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return *this;
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}
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/** @overload */
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CubeMapTextureArray& setImage(Int level, TextureFormat internalFormat, BufferImage3D& image) {
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DataHelper<3>::setImage(*this, GL_TEXTURE_CUBE_MAP_ARRAY, level, internalFormat, image);
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return *this;
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}
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/** @overload */
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CubeMapTextureArray& setImage(Int level, TextureFormat internalFormat, BufferImage3D&& image) {
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return setImage(level, internalFormat, image);
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}
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/**
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* @brief Set texture image 3D subdata
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* @param level Mip level
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* @param offset Offset where to put data in the texture
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* @param image @ref Image3D, @ref ImageReference3D or
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* @ref Trade::ImageData3D
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* @return Reference to self (for method chaining)
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*
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* Z coordinate is equivalent to layer * 6 + number of texture face,
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* i.e. +X is `0` and so on, in order of (+X, -X, +Y, -Y, +Z, -Z).
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*
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* See @ref Texture::setSubImage() for more information.
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*/
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CubeMapTextureArray& setSubImage(Int level, const Vector3i& offset, const ImageReference3D& image) {
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DataHelper<3>::setSubImage(*this, GL_TEXTURE_CUBE_MAP_ARRAY, level, offset, image);
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return *this;
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}
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/** @overload */
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CubeMapTextureArray& setSubImage(Int level, const Vector3i& offset, BufferImage3D& image) {
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DataHelper<3>::setSubImage(*this, GL_TEXTURE_CUBE_MAP_ARRAY, level, offset, image);
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return *this;
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}
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/** @overload */
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CubeMapTextureArray& setSubImage(Int level, const Vector3i& offset, BufferImage3D&& image) {
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return setSubImage(level, offset, image);
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}
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/** @copydoc Texture::generateMipmap() */
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CubeMapTextureArray& generateMipmap() {
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AbstractTexture::generateMipmap();
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return *this;
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}
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/** @copydoc Texture::invalidateImage() */
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void invalidateImage(Int level) { AbstractTexture::invalidateImage(level); }
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/**
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* @brief Invalidate texture subimage
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* @param level Mip level
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* @param offset Offset into the texture
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* @param size Size of invalidated data
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*
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* Z coordinate is equivalent to layer * 6 + number of texture face,
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* i.e. +X is `0` and so on, in order of (+X, -X, +Y, -Y, +Z, -Z).
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*
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* See @ref Texture::invalidateSubImage() for more information.
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*/
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|
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void invalidateSubImage(Int level, const Vector3i& offset, const Vector3i& size) {
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DataHelper<3>::invalidateSubImage(*this, level, offset, size);
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}
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/* Overloads to remove WTF-factor from method chaining order */
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#ifndef DOXYGEN_GENERATING_OUTPUT
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CubeMapTextureArray& setLabel(const std::string& label) {
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|
|
AbstractTexture::setLabel(label);
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return *this;
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}
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#endif
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};
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}
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#else
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#error this header is available only on desktop OpenGL build
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#endif
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#endif
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