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#ifndef Magnum_CubeMapTexture_h
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#define Magnum_CubeMapTexture_h
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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/** @file
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* @brief Class Magnum::CubeMapTexture
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*/
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#include "Texture.h"
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namespace Magnum {
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/** @ingroup textures
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@brief Cube map texture
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%Texture used mainly for environemnt maps. See AbstractTexture documentation
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for more information about usage. It consists of 6 square textures generating
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6 faces of the cube as following. Note that all images must be turned upside
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down (+Y is top):
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+----+
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| -Y |
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+----+----+----+----+
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| -Z | -X | +Z | +X |
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+----+----+----+----+
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| +Y |
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+----+
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When using cube map texture in the shader, use `samplerCube`. Unlike classic
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textures, coordinates for cube map textures is signed three-part vector from
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the center of the cube, which intersects one of the six sides of the cube map.
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See AbstractTexture documentation for more information about usage.
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@see CubeMapTextureArray
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*/
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class CubeMapTexture: public AbstractTexture {
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public:
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/** @brief Cube map coordinate */
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enum Coordinate: GLenum {
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PositiveX = GL_TEXTURE_CUBE_MAP_POSITIVE_X, /**< +X cube side */
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NegativeX = GL_TEXTURE_CUBE_MAP_NEGATIVE_X, /**< -X cube side */
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PositiveY = GL_TEXTURE_CUBE_MAP_POSITIVE_Y, /**< +Y cube side */
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NegativeY = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, /**< -Y cube side */
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PositiveZ = GL_TEXTURE_CUBE_MAP_POSITIVE_Z, /**< +Z cube side */
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NegativeZ = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z /**< -Z cube side */
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};
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#ifndef MAGNUM_TARGET_GLES
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/**
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* @brief Enable/disable seamless cube map textures
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*
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* @requires_gl
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* @requires_gl32 Extension @extension{ARB,seamless_cube_map}
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*/
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inline static void setSeamless(bool enabled) {
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enabled ? glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS) : glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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}
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#endif
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/**
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* @brief Constructor
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*
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* Creates one cube map OpenGL texture.
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*/
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inline CubeMapTexture(): AbstractTexture(GL_TEXTURE_CUBE_MAP) {}
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/**
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* @copydoc Texture::setWrapping()
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*/
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inline void setWrapping(const Math::Vector<3, Wrapping>& wrapping) {
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bind();
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DataHelper<3>::setWrapping(GL_TEXTURE_CUBE_MAP, wrapping);
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}
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/**
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* @copydoc Texture::setData(GLint, InternalFormat, Image*)
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* @param coordinate Coordinate
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*/
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template<class Image> inline void setData(Coordinate coordinate, GLint mipLevel, InternalFormat internalFormat, Image* image) {
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bind();
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DataHelper<2>::set(static_cast<GLenum>(coordinate), mipLevel, internalFormat, image);
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}
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/**
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* @copydoc Texture::setSubData(GLint, const Math::Vector<Dimensions, GLint>&, Image*)
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* @param coordinate Coordinate
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*/
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template<class Image> inline void setSubData(Coordinate coordinate, GLint mipLevel, const Math::Vector<2, GLint>& offset, const Image* image) {
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bind();
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DataHelper<2>::setSub(static_cast<GLenum>(coordinate), mipLevel, offset, image);
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}
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};
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}
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#endif
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