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#ifndef Magnum_CubeMapTextureArray_h
#define Magnum_CubeMapTextureArray_h
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#ifndef MAGNUM_TARGET_GLES
/** @file
* @brief Class Magnum::CubeMapTextureArray
*/
#endif
#include "AbstractTexture.h"
#ifndef MAGNUM_TARGET_GLES
namespace Magnum {
/**
@brief Cube map texture array
See CubeMapTexture documentation for introduction.
@section CubeMapTextureArray-usage Usage
Common usage is to specify each layer and face separately using setSubImage().
You have to allocate the memory for all layers and faces first either by
calling setStorage() or by passing properly sized empty Image to setImage().
Example: array with 16 layers of cube map faces, each face consisting of six
64x64 images:
@code
Image3D dummy({64, 64, 16*6}, ImageFormat::RGBA, ImageType::UnsignedByte, nullptr);
CubeMapTextureArray texture;
texture.setMagnificationFilter(Sampler::Filter::Linear)
// ...
->setStorage(Math::log2(64)+1, TextureFormat::RGBA8, {64, 64, 16});
for(std::size_t i = 0; i != 16; ++i) {
void* dataPositiveX = ...;
Image2D imagePositiveX({64, 64}, ImageFormat::RGBA, ImageType::UnsignedByte, imagePositiveX);
// ...
texture->setSubImage(i, CubeMapTextureArray::Coordinate::PositiveX, 0, {}, imagePositiveX);
texture->setSubImage(i, CubeMapTextureArray::Coordinate::NegativeX, 0, {}, imageNegativeX);
// ...
}
// ...
@endcode
The texture is bound to layer specified by shader via bind(). In shader, the
texture is used via `samplerCubeArray`, `samplerCubeArrayShadow`,
`isamplerCubeArray` or `usamplerCubeArray`. Unlike in classic textures,
coordinates for cube map texture arrays is signed four-part vector. First three
parts define vector from the center of the cube which intersects with one of
the six sides of the cube map, fourth part is layer in the array. See also
AbstractShaderProgram for more information about usage in shaders.
@see @ref Renderer::Feature "Renderer::Feature::SeamlessCubeMapTexture",
CubeMapTexture, Texture, BufferTexture
14 years ago
@requires_gl40 %Extension @extension{ARB,texture_cube_map_array}
@requires_gl Cube map texture arrays are not available in OpenGL ES.
*/
class CubeMapTextureArray: public AbstractTexture {
public:
/** @brief Cube map coordinate */
enum class Coordinate: GLsizei {
PositiveX = 0, /**< +X cube side */
NegativeX = 1, /**< -X cube side */
PositiveY = 2, /**< +Y cube side */
NegativeY = 3, /**< -Y cube side */
PositiveZ = 4, /**< +Z cube side */
NegativeZ = 5 /**< -Z cube side */
};
/**
* @brief Constructor
*
* Creates one cube map OpenGL texture.
* @see @fn_gl{GenTextures} with @def_gl{TEXTURE_CUBE_MAP}
*/
inline explicit CubeMapTextureArray(): AbstractTexture(GL_TEXTURE_CUBE_MAP_ARRAY) {}
/**
* @brief Set wrapping
*
* See Texture::setWrapping() for more information.
*/
inline CubeMapTextureArray* setWrapping(const Array3D<Sampler::Wrapping>& wrapping) {
DataHelper<3>::setWrapping(this, wrapping);
return this;
}
/**
* @brief %Image size in given mip level
* @param coordinate Coordinate
* @param level Mip level
*
* See Texture::imageSize() for more information.
*/
inline Vector3i imageSize(Coordinate coordinate, Int level) {
return DataHelper<3>::imageSize(this, GL_TEXTURE_CUBE_MAP_POSITIVE_X + static_cast<GLenum>(coordinate), level);
}
/**
* @brief Set storage
*
* See Texture::setStorage() for more information.
*/
inline CubeMapTextureArray* setStorage(Int levels, TextureFormat internalFormat, const Vector3i& size) {
DataHelper<3>::setStorage(this, _target, levels, internalFormat, size);
return this;
}
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Read given mip level of texture to image
* @param coordinate Coordinate
* @param level Mip level
* @param image %Image where to put the data
*
* See Texture::image(Int, Image*) for more information.
* @requires_gl %Texture image queries are not available in OpenGL ES.
*/
inline void image(Coordinate coordinate, Int level, Image3D* image) {
AbstractTexture::image<3>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + GLenum(coordinate), level, image);
}
/**
* @brief Read given mip level of texture to buffer image
* @param coordinate Coordinate
* @param level Mip level
* @param image %Buffer image where to put the data
* @param usage %Buffer usage
*
* See Texture::image(Int, BufferImage*, Buffer::Usage) for more
* information.
* @requires_gl %Texture image queries are not available in OpenGL ES.
*/
inline void image(Coordinate coordinate, Int level, BufferImage3D* image, Buffer::Usage usage) {
AbstractTexture::image<3>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + GLenum(coordinate), level, image, usage);
}
#endif
/**
* @brief Set image data
* @param level Mip level
* @param internalFormat Internal format
* @param image Image, ImageWrapper, BufferImage or
* Trade::ImageData of the same dimension count
* @return Pointer to self (for method chaining)
*
* Sets texture image data from three-dimensional image for all cube
* faces for all layers. Each group of 6 2D images is one cube map
* layer. The images are ordered the same way as Coordinate enum.
*
* See Texture::setImage() for more information.
*/
template<class T> inline CubeMapTextureArray* setImage(Int level, TextureFormat internalFormat, T* image) {
DataHelper<3>::setImage(this, GL_TEXTURE_CUBE_MAP_ARRAY, level, internalFormat, image);
return this;
}
/**
* @brief Set texture image 3D subdata
* @param level Mip level
* @param offset Offset where to put data in the texture
* @param image Image3D, ImageWrapper3D, BufferImage3D or
* Trade::ImageData3D
* @return Pointer to self (for method chaining)
*
* Sets texture image subdata for more than one level/face at once.
*
* Z coordinate of @p offset specifies layer and cube map face. If
* you want to start at given face in layer *n*, you have to specify
* Z coordinate as @f$ 6n + i @f$, where i is face index as specified
* in Coordinate enum.
*
* See Texture::setSubImage() for more information.
*
* @see setSubImage(Int, Coordinate, Int, const Math::Vector<2, Int>&, const Image*)
*/
template<class Image> inline CubeMapTextureArray* setSubImage(Int level, const Vector3i& offset, const Image* image) {
DataHelper<3>::setSubImage(this, GL_TEXTURE_CUBE_MAP_ARRAY, level, offset, image, Vector3i(Math::Vector<Image::Dimensions, GLsizei>()));
return this;
}
/**
* @brief Set texture image 2D subdata
* @param layer Array layer
* @param coordinate Coordinate
* @param level Mip level
* @param offset Offset where to put data in the texture
* @param image Image2D, ImageWrapper2D, BufferImage2D or
* Trade::ImageData2D
* @return Pointer to self (for method chaining)
*
* See Texture::setSubImage() for more information.
*
* @see setSubImage(Int, const Math::Vector<3, Int>&, const Image*)
*/
template<class Image> inline CubeMapTextureArray* setSubImage(Int layer, Coordinate coordinate, Int level, const Vector2i& offset, const Image* image) {
DataHelper<3>::setSubImage(this, GL_TEXTURE_CUBE_MAP_ARRAY, level, Vector3i(offset, layer*6+static_cast<GLsizei>(coordinate)), image, Vector2i(Math::Vector<Image::Dimensions, GLsizei>()));
return this;
}
/**
* @brief Invalidate texture subimage
* @param level Mip level
* @param offset Offset into the texture
* @param size Size of invalidated data
*
* Z coordinate is equivalent to layer * 6 + number of texture face,
* i.e. @ref Coordinate "Coordinate::PositiveX" is `0` and so on, in
* the same order as in the enum.
*
* See Texture::invalidateSubImage() for more information.
*/
inline void invalidateSubImage(Int level, const Vector3i& offset, const Vector3i& size) {
DataHelper<3>::invalidateSubImage(this, level, offset, size);
}
/* Overloads to remove WTF-factor from method chaining order */
#ifndef DOXYGEN_GENERATING_OUTPUT
inline CubeMapTextureArray* setMinificationFilter(Sampler::Filter filter, Sampler::Mipmap mipmap = Sampler::Mipmap::Base) {
AbstractTexture::setMinificationFilter(filter, mipmap);
return this;
}
inline CubeMapTextureArray* setMagnificationFilter(Sampler::Filter filter) {
AbstractTexture::setMagnificationFilter(filter);
return this;
}
#ifndef MAGNUM_TARGET_GLES3
inline CubeMapTextureArray* setBorderColor(const Color4<>& color) {
AbstractTexture::setBorderColor(color);
return this;
}
inline CubeMapTextureArray* setMaxAnisotropy(Float anisotropy) {
AbstractTexture::setMaxAnisotropy(anisotropy);
return this;
}
#endif
inline CubeMapTextureArray* generateMipmap() {
AbstractTexture::generateMipmap();
return this;
}
#endif
};
}
#endif
#endif