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#ifndef Magnum_CubeMapTextureArray_h
#define Magnum_CubeMapTextureArray_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::CubeMapTextureArray
*/
#include "Texture.h"
namespace Magnum {
/** @ingroup textures
@brief Cube map texture array
For information about usage, see CubeMapTexture documentation.
When using cube map texture in the shader, use `samplerCubeArray`. Unlike
classic textures, coordinates for cube map textures is signed three-part
vector from the center of the cube, which intersects one of the six sides of
the cube map.
@requires_gl40 Extension @extension{ARB,texture_cube_map_array}
*/
class CubeMapTextureArray: public AbstractTexture {
public:
/** @brief Cube map coordinate */
enum 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 Enable/disable seamless cube map textures
*
* @requires_gl32 Extension @extension{ARB,seamless_cube_map}
*/
inline static void setSeamless(bool enabled) {
enabled ? glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS) : glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
/**
* @brief Constructor
*
* Creates one cube map OpenGL texture.
*/
inline CubeMapTextureArray(): AbstractTexture(GL_TEXTURE_CUBE_MAP_ARRAY) {}
/**
* @copydoc Texture::setWrapping()
*/
inline void setWrapping(const Math::Vector<3, Wrapping>& wrapping) {
bind();
DataHelper<3>::setWrapping(GL_TEXTURE_CUBE_MAP_ARRAY, wrapping);
}
/**
* @copydoc Texture::setData(GLint, InternalFormat, Image*)
*
* Sets texture 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.
*/
template<class T> inline void setData(GLint mipLevel, InternalFormat internalFormat, T* image) {
bind();
DataHelper<3>::set(GL_TEXTURE_CUBE_MAP_ARRAY, mipLevel, internalFormat, image);
}
/**
* @brief Set texture subdata from 3D image
* @param mipLevel Mip level
* @param offset Offset where to put data in the texture
* @param image Three-dimensional Image, BufferedImage or for
* example Trade::ImageData
*
* Sets texture subdata from given image. The image is not deleted
* afterwards.
*
* 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 setSubData(GLsizei, Coordinate, GLint, const Math::Vector<2, GLint>&, const Image*)
*/
template<class Image> inline void setSubData(GLint mipLevel, const Math::Vector<3, GLint>& offset, const Image* image) {
bind();
DataHelper<3>::setSub(GL_TEXTURE_CUBE_MAP_ARRAY, mipLevel, offset, image, Math::Vector<3, GLsizei>(Math::Vector<Image::Dimensions, GLsizei>()));
}
/**
* @brief Set texture subdata from 2D image
* @param layer Array layer
* @param coordinate Coordinate
* @param mipLevel Mip level
* @param offset Offset where to put data in the texture
* @param image Two-dimensional Image, BufferedImage or for
* example Trade::ImageData
*
* Sets texture subdata from given image. The image is not deleted
* afterwards.
*
* @see setSubData(GLint, const Math::Vector<3, GLint>&, const Image*)
*/
template<class Image> inline void setSubData(GLsizei layer, Coordinate coordinate, GLint mipLevel, const Math::Vector<2, GLint>& offset, const Image* image) {
bind();
DataHelper<3>::setSub(GL_TEXTURE_CUBE_MAP_ARRAY, mipLevel, Math::Vector<3, GLint>(offset, layer*6+static_cast<GLsizei>(coordinate)), image, Math::Vector<2, GLsizei>(Math::Vector<Image::Dimensions, GLsizei>()));
}
};
}
#endif