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#ifndef Magnum_Texture_h
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#define Magnum_Texture_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 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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/** @file
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* @brief Class Magnum::Texture, typedef Magnum::Texture1D, Magnum::Texture2D, Magnum::Texture3D
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*/
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#include "AbstractTexture.h"
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#include "DimensionTraits.h"
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namespace Magnum {
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/**
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@brief %Texture
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Template class for one- to three-dimensional textures. See also
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AbstractTexture documentation for more information.
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@section Texture-usage Usage
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Common usage is to fully configure all texture parameters and then set the
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data from e.g. Image. Example configuration of high quality texture with
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trilinear anisotropic filtering, i.e. the best you can ask for:
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@code
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void* data;
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Image2D image({4096, 4096}, ImageFormat::RGBA, ImageType::UnsignedByte, data);
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Texture2D texture;
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texture.setMagnificationFilter(Sampler::Filter::Linear)
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->setMinificationFilter(Sampler::Filter::Linear, Texture2D::Mipmap::Linear)
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->setWrapping(Sampler::Wrapping::ClampToEdge)
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->setMaxAnisotropy(Sampler::maxSupportedAnisotropy())
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->setStorage(Math::log2(4096)+1, TextureFormat::RGBA8, {4096, 4096})
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->setSubImage(0, {}, &image)
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->generateMipmap();
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@endcode
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@attention Don't forget to fully configure the texture before use. Note that
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default configuration (if setMinificationFilter() is not called with
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another value) is to use mipmaps, so be sure to either call setMinificationFilter(),
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explicitly specify all mip levels with setStorage() and setImage() or call
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generateMipmap(). If using rectangle texture, you must also call
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setWrapping(), because the initial value is not supported on rectangle
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textures. See also setMagnificationFilter() and setBorderColor().
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The texture is bound to layer specified by shader via bind(). In shader, the
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texture is used via `sampler2D` and friends, see @ref Target enum documentation
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for more information. See also AbstractShaderProgram documentation for more
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information about usage in shaders.
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@section Texture-array Texture arrays
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You can create texture arrays by passing @ref Target "Texture2D::Target::Texture1DArray"
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or @ref Target "Texture3D::Target::Texture2DArray" to constructor.
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It is possible to specify each layer separately using setSubImage(), but you
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have to allocate the memory for all layers first either by calling setStorage()
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or by passing properly sized empty Image to setImage(). Example: 2D texture
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array with 16 layers of 64x64 images:
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@code
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Texture3D texture(Texture3D::Target::Texture2DArray);
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texture.setMagnificationFilter(Sampler::Filter::Linear)
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// ...
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->setStorage(levels, TextureFormat::RGBA8, {64, 64,16});
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for(std::size_t i = 0; i != 16; ++i) {
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void* data = ...;
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Image2D image({64, 64}, ImageFormat::RGBA, ImageType::UnsignedByte, image);
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texture->setSubImage(0, Vector3i::zAxis(i), image);
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}
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// ...
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@endcode
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Similar approach can be used for any other texture types (e.g. setting
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Texture3D data using 2D layers, Texture2D data using one-dimensional chunks
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etc.).
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@requires_gl30 %Extension @extension{EXT,texture_array} for texture arrays.
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@requires_gles30 %Array textures are not available in OpenGL ES 2.0.
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@section Texture-multisample Multisample textures
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You can create multisample textures by passing @ref Target "Texture2D::Target::Texture2DMultisample"
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or @ref Target "Texture3D::Target::Texture2DMultisampleArray" to constructor.
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@todoc finish this when fully implemented
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@requires_gl32 %Extension @extension{ARB,texture_multisample} for multisample
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textures.
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@requires_gl Multisample textures are not available in OpenGL ES.
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@section Texture-rectangle Rectangle textures
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Rectangle texture is created by passing @ref Target "Target::Rectangle" to
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constructor. In shader, the texture is used via `sampler2DRect` and friends.
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Unlike `sampler2D`, which accepts coordinates between 0 and 1, `sampler2DRect`
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accepts coordinates between 0 and `textureSizeInGivenDirection-1`. Note that
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rectangle textures don't support mipmapping and repeating wrapping modes, see
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@ref Sampler::Filter "Sampler::Filter", @ref Sampler::Mipmap "Sampler::Mipmap"
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and generateMipmap() documentation for more information.
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@requires_gl31 %Extension @extension{ARB,texture_rectangle} for rectangle
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textures.
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@requires_gl Rectangle textures are not available in OpenGL ES.
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@see Texture1D, Texture2D, Texture3D, CubeMapTexture, CubeMapTextureArray,
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BufferTexture
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@todo @extension{AMD,sparse_texture}
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*/
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template<UnsignedInt dimensions> class Texture: public AbstractTexture {
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public:
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static const UnsignedInt Dimensions = dimensions; /**< @brief %Texture dimension count */
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#ifdef DOXYGEN_GENERATING_OUTPUT
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/**
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* @brief %Texture target
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*
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* Each dimension has its own unique subset of these targets.
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*/
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enum class Target: GLenum {
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/**
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* One-dimensional texture. Use `sampler1D`, `sampler1DShadow`,
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* `isampler1D` or `usampler1D` in shader.
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* @requires_gl Only 2D and 3D textures are available in OpenGL
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* ES.
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*/
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Texture1D = GL_TEXTURE_1D,
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/**
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* Two-dimensional texture. Use `sampler2D`, `sampler2DShadow`,
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* `isampler2D` or `usampler2D` in shader.
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*/
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Texture2D = GL_TEXTURE_2D,
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/**
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* Three-dimensional texture. Use `sampler3D`, `isampler3D` or
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* `usampler3D` in shader.
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* @requires_gles30 %Extension @es_extension{OES,texture_3D}
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*/
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Texture3D = GL_TEXTURE_3D,
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/**
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* One-dimensional texture array (i.e. two dimensions in total).
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* Use `sampler1DArray`, `sampler1DArrayShadow`, `isampler1DArray`
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* or `usampler1DArray` in shader.
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* @requires_gl30 %Extension @extension{EXT,texture_array}
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* @requires_gl Only 2D and 3D textures are available in OpenGL
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* ES.
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*/
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Texture1DArray = GL_TEXTURE_1D_ARRAY,
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/**
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* Two-dimensional texture array (i.e. three dimensions in total).
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* Use `sampler2DArray`, `sampler2DArrayShadow`, `isampler2DArray`
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* or `usampler2DArray` in shader.
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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
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* 2.0.
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*/
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Texture2DArray = GL_TEXTURE_2D_ARRAY,
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/**
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* Multisampled two-dimensional texture. Use `sampler2DMS`,
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* `isampler2DMS` or `usampler2DMS` in shader.
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* @requires_gl32 %Extension @extension{ARB,texture_multisample}
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* @requires_gl Multisample textures are not available in OpenGL
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* ES.
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*/
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Texture2DMultisample = GL_TEXTURE_2D_MULTISAMPLE,
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/**
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* Multisampled two-dimensional texture array (i.e. three
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* dimensions in total). Use `sampler2DMSArray`,
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* `isampler2DMSArray` or `usampler2DMSArray` in shader.
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* @requires_gl32 %Extension @extension{ARB,texture_multisample}
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* @requires_gl Multisample textures are not available in OpenGL
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* ES.
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*/
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Texture2DMultisampleArray = GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
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/**
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* Rectangle texture (i.e. two dimensions). Use `sampler2DRect`,
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* `sampler2DRectShadow`, `isampler2DRect` or `usampler2DRect` in
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* shader.
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* @requires_gl31 %Extension @extension{ARB,texture_rectangle}
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* @requires_gl Rectangle textures are not available in OpenGL ES.
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*/
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Rectangle = GL_TEXTURE_RECTANGLE
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};
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#else
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typedef typename DataHelper<Dimensions>::Target Target; /**< @brief %Texture target */
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#endif
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/**
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* @brief Constructor
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* @param target %Texture target. If not set, default value
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* is `Target::Texture1D`, `Target::Texture2D` or
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* `Target::Texture3D` based on dimension count.
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*
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* Creates one OpenGL texture.
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* @see @fn_gl{GenTextures}
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*/
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inline explicit Texture(Target target = DataHelper<Dimensions>::target()): AbstractTexture(static_cast<GLenum>(target)) {}
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/** @brief %Texture target */
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inline constexpr Target target() const { return static_cast<Target>(_target); }
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#ifndef MAGNUM_TARGET_GLES
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/**
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* @brief %Image size in given mip level
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*
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* The result is not cached in any way. If
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* @extension{EXT,direct_state_access} is not available, the texture
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* is bound to some layer before the operation.
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* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
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* @fn_gl{GetTexLevelParameter} or @fn_gl_extension{GetTextureLevelParameter,EXT,direct_state_access}
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* with @def_gl{TEXTURE_WIDTH}, @def_gl{TEXTURE_HEIGHT} or @def_gl{TEXTURE_DEPTH}.
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* @requires_gl %Texture image queries are not available in OpenGL ES.
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*/
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inline typename DimensionTraits<Dimensions, Int>::VectorType imageSize(Int level) {
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return DataHelper<Dimensions>::imageSize(this, _target, level);
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}
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#endif
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/**
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* @brief Set wrapping
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* @param wrapping Wrapping type for all texture dimensions
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* @return Pointer to self (for method chaining)
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*
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* Sets wrapping type for coordinates out of range (0, 1) for normal
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* textures and (0, textureSizeInGivenDirection-1) for rectangle
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* textures. If @extension{EXT,direct_state_access} is not available,
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* the texture is bound to some layer before the operation. Initial
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* value is @ref Sampler::Wrapping "Sampler::Wrapping::Repeat".
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* @attention For rectangle textures only some modes are supported,
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* see @ref Sampler::Wrapping "Sampler::Wrapping" documentation
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* for more information.
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* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and @fn_gl{TexParameter}
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* or @fn_gl_extension{TextureParameter,EXT,direct_state_access}
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* with @def_gl{TEXTURE_WRAP_S}, @def_gl{TEXTURE_WRAP_T},
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* @def_gl{TEXTURE_WRAP_R}
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*/
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inline Texture<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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/**
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* @brief Set storage
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* @param levels Mip level count
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* @param internalFormat Internal format
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* @param size Size of largest mip level
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* @return Pointer to self (for method chaining)
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*
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* Specifies entire structure of a texture at once, removing the need
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* for additional consistency checks and memory reallocations when
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* updating the data later. After calling this function the texture
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* is immutable and calling setStorage() or setImage() is not allowed.
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*
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* If @extension{EXT,direct_state_access} is not available, the
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* texture is bound to some layer before the operation.
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* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
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* @fn_gl{TexStorage1D}/@fn_gl{TexStorage2D}/@fn_gl{TexStorage3D}
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* or @fn_gl_extension{TextureStorage1D,EXT,direct_state_access}/
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* @fn_gl_extension{TextureStorage2D,EXT,direct_state_access}/
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* @fn_gl_extension{TextureStorage3D,EXT,direct_state_access}
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* @requires_gl42 %Extension @extension{ARB,texture_storage}
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* @requires_gles30 %Extension @es_extension{EXT,texture_storage}
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*/
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inline Texture<Dimensions>* setStorage(Int levels, TextureFormat internalFormat, const typename DimensionTraits<Dimensions, Int>::VectorType& size) {
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DataHelper<Dimensions>::setStorage(this, _target, levels, internalFormat, size);
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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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* @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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* %Image parameters like format and type of pixel data are taken from
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* given image, image size is taken from the texture using imageSize().
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*
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* If @extension{EXT,direct_state_access} is not available, the
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* texture is bound to some layer before the operation. If
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* @extension{ARB,robustness} is available, the operation is protected
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* from buffer overflow. However, if both @extension{EXT,direct_state_access}
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* and @extension{ARB,robustness} are available, the DSA version is
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* used, because it is better for performance and there isn't any
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* function combining both features.
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* @requires_gl %Texture image queries are not available in OpenGL ES.
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* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
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* @fn_gl{GetTexLevelParameter} or @fn_gl_extension{GetTextureLevelParameter,EXT,direct_state_access}
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* with @def_gl{TEXTURE_WIDTH}, @def_gl{TEXTURE_HEIGHT} or @def_gl{TEXTURE_DEPTH},
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* then @fn_gl{GetTexImage}, @fn_gl_extension{GetTextureImage,EXT,direct_state_access}
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* or @fn_gl_extension{GetnTexImage,ARB,robustness}
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*/
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inline void image(Int level, Image<dimensions>* image) {
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AbstractTexture::image<dimensions>(_target, 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 image(Int, Image*) for more information.
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* @requires_gl %Texture image queries are not available in OpenGL ES.
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*/
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inline void image(Int level, BufferImage<dimensions>* image, Buffer::Usage usage) {
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AbstractTexture::image<dimensions>(_target, level, image, usage);
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}
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#endif
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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 Image, ImageWrapper, BufferImage or
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* Trade::ImageData of the same dimension count
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* @return Pointer to self (for method chaining)
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*
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* The image is not deleted afterwards.
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*
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* For better performance when generating mipmaps using
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* generateMipmap() or calling setImage() more than once use
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* setStorage() and setSubImage() instead.
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*
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* If @extension{EXT,direct_state_access} is not available, the
|
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* texture is bound to some layer before the operation.
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* @see @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
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* @fn_gl{TexImage1D}/@fn_gl{TexImage2D}/@fn_gl{TexImage3D} or
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* @fn_gl_extension{TextureImage1D,EXT,direct_state_access}/
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* @fn_gl_extension{TextureImage2D,EXT,direct_state_access}/
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* @fn_gl_extension{TextureImage3D,EXT,direct_state_access}
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|
*/
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template<class Image> inline Texture<Dimensions>* setImage(Int level, TextureFormat internalFormat, Image* image) {
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DataHelper<Dimensions>::setImage(this, _target, level, internalFormat, image);
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return this;
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}
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/**
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* @brief Set image 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 Image, ImageWrapper, BufferImage or
|
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|
* Trade::ImageData of the same or one less dimension count
|
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|
* @return Pointer to self (for method chaining)
|
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*
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|
* The image is not deleted afterwards. The image can have either the
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* same dimension count or have one dimension less, but at least one
|
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* dimension.
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|
*
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|
* If the image has one dimension less than the texture, the image is
|
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|
|
* taken as if it had the last dimension equal to 1. It can be used
|
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|
|
* for e.g. updating 3D texture with multiple 2D images or for filling
|
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|
|
* 1D texture array (which is two-dimensional) with 1D images.
|
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|
|
*
|
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|
|
* If @extension{EXT,direct_state_access} is not available, the
|
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|
|
* texture is bound to some layer before the operation.
|
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|
|
|
* @see setStorage(), setImage(), @fn_gl{ActiveTexture}, @fn_gl{BindTexture}
|
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|
|
|
* and @fn_gl{TexSubImage1D}/@fn_gl{TexSubImage2D}/@fn_gl{TexSubImage3D}
|
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|
|
|
* or @fn_gl_extension{TextureSubImage1D,EXT,direct_state_access}/
|
|
|
|
|
* @fn_gl_extension{TextureSubImage2D,EXT,direct_state_access}/
|
|
|
|
|
* @fn_gl_extension{TextureSubImage3D,EXT,direct_state_access}
|
|
|
|
|
*/
|
|
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|
|
template<class Image> inline Texture<Dimensions>* setSubImage(Int level, const typename DimensionTraits<Dimensions, Int>::VectorType& offset, Image* image) {
|
|
|
|
|
DataHelper<Dimensions>::setSubImage(this, _target, level, offset, image);
|
|
|
|
|
return this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Invalidate texture subimage
|
|
|
|
|
* @param level Mip level
|
|
|
|
|
* @param offset Offset into the texture
|
|
|
|
|
* @param size Size of invalidated data
|
|
|
|
|
*
|
|
|
|
|
* If running on OpenGL ES or extension @extension{ARB,invalidate_subdata}
|
|
|
|
|
* is not available, this function does nothing.
|
|
|
|
|
* @see invalidateImage(), @fn_gl{InvalidateTexSubImage}
|
|
|
|
|
*/
|
|
|
|
|
inline void invalidateSubImage(Int level, const typename DimensionTraits<Dimensions, Int>::VectorType& offset, const typename DimensionTraits<Dimensions, Int>::VectorType& size) {
|
|
|
|
|
DataHelper<dimensions>::invalidateSubImage(this, level, offset, size);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Overloads to remove WTF-factor from method chaining order */
|
|
|
|
|
#ifndef DOXYGEN_GENERATING_OUTPUT
|
|
|
|
|
inline Texture<Dimensions>* setMinificationFilter(Sampler::Filter filter, Sampler::Mipmap mipmap = Sampler::Mipmap::Base) {
|
|
|
|
|
AbstractTexture::setMinificationFilter(filter, mipmap);
|
|
|
|
|
return this;
|
|
|
|
|
}
|
|
|
|
|
inline Texture<Dimensions>* setMagnificationFilter(Sampler::Filter filter) {
|
|
|
|
|
AbstractTexture::setMagnificationFilter(filter);
|
|
|
|
|
return this;
|
|
|
|
|
}
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES3
|
|
|
|
|
inline Texture<Dimensions>* setBorderColor(const Color4<>& color) {
|
|
|
|
|
AbstractTexture::setBorderColor(color);
|
|
|
|
|
return this;
|
|
|
|
|
}
|
|
|
|
|
inline Texture<Dimensions>* setMaxAnisotropy(Float anisotropy) {
|
|
|
|
|
AbstractTexture::setMaxAnisotropy(anisotropy);
|
|
|
|
|
return this;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
inline Texture<Dimensions>* generateMipmap() {
|
|
|
|
|
AbstractTexture::generateMipmap();
|
|
|
|
|
return this;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/**
|
|
|
|
|
@brief One-dimensional texture
|
|
|
|
|
|
|
|
|
|
@requires_gl Only 2D and 3D textures are available in OpenGL ES.
|
|
|
|
|
*/
|
|
|
|
|
typedef Texture<1> Texture1D;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/** @brief Two-dimensional texture */
|
|
|
|
|
typedef Texture<2> Texture2D;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Three-dimensional texture
|
|
|
|
|
|
|
|
|
|
@requires_gles30 %Extension @es_extension{OES,texture_3D}
|
|
|
|
|
*/
|
|
|
|
|
typedef Texture<3> Texture3D;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endif
|