#ifndef Magnum_CubeMapTextureArray_h #define Magnum_CubeMapTextureArray_h /* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015 Vladimír Vondruš 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 @ref Magnum::CubeMapTextureArray */ #endif #include "Magnum/AbstractTexture.h" #include "Magnum/Array.h" #include "Magnum/Math/Vector3.h" #ifndef MAGNUM_TARGET_GLES namespace Magnum { /** @brief Cube map texture array See @ref CubeMapTexture documentation for introduction. ## Usage See @ref Texture documentation for introduction. Common usage is to specify each layer and face separately using @ref setSubImage(). You have to allocate the memory for all layers and faces first by calling @ref setStorage(). Example: array with 4 layers of cube maps, each cube map consisting of six 64x64 images, i.e. 24 layers total: @code CubeMapTextureArray texture; texture.setMagnificationFilter(Sampler::Filter::Linear) // ... .setStorage(Math::log2(64)+1, TextureFormat::RGBA8, {64, 64, 24}); for(std::size_t i = 0; i != 4; i += 6) { Image3D imagePositiveX(ColorFormat::RGBA, ColorType::UnsignedByte, {64, 64, 1}, data); // ... texture.setSubImage(0, Vector3i::zAxis(i+0), imagePositiveX); texture.setSubImage(0, Vector3i::zAxis(i+1), imageNegativeX); texture.setSubImage(0, Vector3i::zAxis(i+2), imagePositiveY); // ... } texture.generateMipmap(); @endcode 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 @ref AbstractShaderProgram for more information about usage in shaders. @see @ref Renderer::Feature::SeamlessCubeMapTexture, @ref CubeMapTexture, @ref Texture, @ref TextureArray, @ref RectangleTexture, @ref BufferTexture, @ref MultisampleTexture @requires_gl40 Extension @extension{ARB,texture_cube_map_array} @requires_gl Cube map texture arrays are not available in OpenGL ES or WebGL. */ class MAGNUM_EXPORT CubeMapTextureArray: public AbstractTexture { public: /** * @brief Constructor * * Creates new OpenGL texture object. If @extension{ARB,direct_state_access} * (part of OpenGL 4.5) is not available, the texture is created on * first use. * @see @fn_gl{CreateTextures} with @def_gl{TEXTURE_CUBE_MAP_ARRAY}, * eventually @fn_gl{GenTextures} */ explicit CubeMapTextureArray(): AbstractTexture(GL_TEXTURE_CUBE_MAP_ARRAY) {} /** * @brief Max supported size of one side of cube map texture array * * The result is cached, repeated queries don't result in repeated * OpenGL calls. If @extension{ARB,texture_cube_map_array} (part of * OpenGL 4.0) is not available, returns zero vector. * @see @fn_gl{Get} with @def_gl{MAX_CUBE_MAP_TEXTURE_SIZE} and * @def_gl{MAX_ARRAY_TEXTURE_LAYERS} */ static Vector3i maxSize(); /** * @copybrief Texture::setBaseLevel() * @return Reference to self (for method chaining) * * See @ref Texture::setBaseLevel() for more information. */ CubeMapTextureArray& setBaseLevel(Int level) { AbstractTexture::setBaseLevel(level); return *this; } /** * @copybrief Texture::setMaxLevel() * @return Reference to self (for method chaining) * * See @ref Texture::setMaxLevel() for more information. */ CubeMapTextureArray& setMaxLevel(Int level) { AbstractTexture::setMaxLevel(level); return *this; } /** * @copybrief Texture::setMinificationFilter() * @return Reference to self (for method chaining) * * See @ref Texture::setMinificationFilter() for more information. */ CubeMapTextureArray& setMinificationFilter(Sampler::Filter filter, Sampler::Mipmap mipmap = Sampler::Mipmap::Base) { AbstractTexture::setMinificationFilter(filter, mipmap); return *this; } /** * @copybrief Texture::setMagnificationFilter() * @return Reference to self (for method chaining) * * See @ref Texture::setMagnificationFilter() for more information. */ CubeMapTextureArray& setMagnificationFilter(Sampler::Filter filter) { AbstractTexture::setMagnificationFilter(filter); return *this; } /** * @copybrief Texture::setMinLod() * @return Reference to self (for method chaining) * * See @ref Texture::setMinLod() for more information. */ CubeMapTextureArray& setMinLod(Float lod) { AbstractTexture::setMinLod(lod); return *this; } /** * @copybrief Texture::setMaxLod() * @return Reference to self (for method chaining) * * See @ref Texture::setMaxLod() for more information. */ CubeMapTextureArray& setMaxLod(Float lod) { AbstractTexture::setMaxLod(lod); return *this; } /** * @copybrief Texture::setLodBias() * @return Reference to self (for method chaining) * * See @ref Texture::setLodBias() for more information. */ CubeMapTextureArray& setLodBias(Float bias) { AbstractTexture::setLodBias(bias); return *this; } /** * @copybrief Texture::setWrapping() * @return Reference to self (for method chaining) * * See @ref Texture::setWrapping() for more information. */ CubeMapTextureArray& setWrapping(const Array3D& wrapping) { DataHelper<3>::setWrapping(*this, wrapping); return *this; } /** * @copybrief Texture::setBorderColor(const Color4&) * @return Reference to self (for method chaining) * * See @ref Texture::setBorderColor(const Color4&) for more * information. */ CubeMapTextureArray& setBorderColor(const Color4& color) { AbstractTexture::setBorderColor(color); return *this; } /** * @copybrief Texture::setBorderColor(const Vector4ui&) * @return Reference to self (for method chaining) * * See @ref Texture::setBorderColor(const Vector4ui&) for more * information. * @requires_gl30 Extension @extension{EXT,texture_integer} */ CubeMapTextureArray& setBorderColor(const Vector4ui& color) { AbstractTexture::setBorderColor(color); return *this; } /** @overload * @requires_gl30 Extension @extension{EXT,texture_integer} */ CubeMapTextureArray& setBorderColor(const Vector4i& color) { AbstractTexture::setBorderColor(color); return *this; } /** * @copybrief Texture::setMaxAnisotropy() * @return Reference to self (for method chaining) * * See @ref Texture::setMaxAnisotropy() for more information. */ CubeMapTextureArray& setMaxAnisotropy(Float anisotropy) { AbstractTexture::setMaxAnisotropy(anisotropy); return *this; } /** * @copybrief Texture::setSRGBDecode() * @return Reference to self (for method chaining) * * See @ref Texture::setSRGBDecode() for more information. * @requires_extension Extension @extension{EXT,texture_sRGB_decode} */ CubeMapTextureArray& setSRGBDecode(bool decode) { AbstractTexture::setSRGBDecode(decode); return *this; } /** * @copybrief Texture::setSwizzle() * @return Reference to self (for method chaining) * * See @ref Texture::setSwizzle() for more information. * @requires_gl33 Extension @extension{ARB,texture_swizzle} */ template CubeMapTextureArray& setSwizzle() { AbstractTexture::setSwizzle(); return *this; } /** * @copybrief Texture::setCompareMode() * @return Reference to self (for method chaining) * * See @ref Texture::setCompareMode() for more information. */ CubeMapTextureArray& setCompareMode(Sampler::CompareMode mode) { AbstractTexture::setCompareMode(mode); return *this; } /** * @copybrief Texture::setCompareFunction() * @return Reference to self (for method chaining) * * See @ref Texture::setCompareFunction() for more information. */ CubeMapTextureArray& setCompareFunction(Sampler::CompareFunction function) { AbstractTexture::setCompareFunction(function); return *this; } /** * @copybrief Texture::setDepthStencilMode() * @return Reference to self (for method chaining) * * See @ref Texture::setDepthStencilMode() for more information. * @requires_gl43 Extension @extension{ARB,stencil_texturing} */ CubeMapTextureArray& setDepthStencilMode(Sampler::DepthStencilMode mode) { AbstractTexture::setDepthStencilMode(mode); return *this; } /** * @copybrief Texture::setStorage() * @return Reference to self (for method chaining) * * Z coordinate of @p size must be multiple of 6. * * See @ref Texture::setStorage() for more information. * @see @ref maxSize() */ CubeMapTextureArray& setStorage(Int levels, TextureFormat internalFormat, const Vector3i& size) { DataHelper<3>::setStorage(*this, levels, internalFormat, size); return *this; } /** * @copybrief Texture::imageSize() * * See @ref Texture::imageSize() for more information. */ Vector3i imageSize(Int level) { return DataHelper<3>::imageSize(*this, level); } /** * @copybrief Texture::image(Int, Image&) * * See @ref Texture::image(Int, Image&) for more information. */ void image(Int level, Image3D& image) { AbstractTexture::image<3>(level, image); } /** @overload * * Convenience alternative to the above, example usage: * @code * Image3D image = texture.image(0, {ColorFormat::RGBA, ColorType::UnsignedByte}); * @endcode */ Image3D image(Int level, Image3D&& image); /** * @copybrief Texture::image(Int, BufferImage&, BufferUsage) * * See @ref Texture::image(Int, BufferImage&, BufferUsage) for more * information. */ void image(Int level, BufferImage3D& image, BufferUsage usage) { AbstractTexture::image<3>(level, image, usage); } /** @overload * * Convenience alternative to the above, example usage: * @code * BufferImage3D image = texture.image(0, {ColorFormat::RGBA, ColorType::UnsignedByte}, BufferUsage::StaticRead); * @endcode */ BufferImage3D image(Int level, BufferImage3D&& image, BufferUsage usage); /** * @copybrief Texture::subImage(Int, const RangeTypeFor&, Image&) * * See @ref Texture::subImage(Int, const RangeTypeFor&, Image&) * for more information. * @requires_gl45 Extension @extension{ARB,get_texture_sub_image} */ void subImage(Int level, const Range3Di& range, Image3D& image) { AbstractTexture::subImage<3>(level, range, image); } /** @overload * * Convenience alternative to the above, example usage: * @code * Image3D image = texture.subImage(0, range, {ColorFormat::RGBA, ColorType::UnsignedByte}); * @endcode */ Image3D subImage(Int level, const Range3Di& range, Image3D&& image); /** * @copybrief Texture::subImage(Int, const RangeTypeFor&, BufferImage&, BufferUsage) * * See @ref Texture::subImage(Int, const RangeTypeFor&, BufferImage&, BufferUsage) * for more information. * @requires_gl45 Extension @extension{ARB,get_texture_sub_image} */ void subImage(Int level, const Range3Di& range, BufferImage3D& image, BufferUsage usage) { AbstractTexture::subImage<3>(level, range, image, usage); } /** @overload * * Convenience alternative to the above, example usage: * @code * BufferImage3D image = texture.subImage(0, range, {ColorFormat::RGBA, ColorType::UnsignedByte}, BufferUsage::StaticRead); * @endcode */ BufferImage3D subImage(Int level, const Range3Di& range, BufferImage3D&& image, BufferUsage usage); /** * @copybrief Texture::setImage() * @return Reference 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, thus Z coordinate of @p image size must be multiple of 6. The * images are in order of (+X, -X, +Y, -Y, +Z, -Z). * * See @ref Texture::setImage() for more information. * @see @ref maxSize() * @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage() * instead. */ CubeMapTextureArray& setImage(Int level, TextureFormat internalFormat, const ImageReference3D& image) { DataHelper<3>::setImage(*this, level, internalFormat, image); return *this; } /** @overload * @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage() * instead. */ CubeMapTextureArray& setImage(Int level, TextureFormat internalFormat, BufferImage3D& image) { DataHelper<3>::setImage(*this, level, internalFormat, image); return *this; } /** @overload * @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage() * instead. */ CubeMapTextureArray& setImage(Int level, TextureFormat internalFormat, BufferImage3D&& image) { return setImage(level, internalFormat, image); } /** * @copybrief Texture::setSubImage() * @return Reference to self (for method chaining) * * Z coordinate is equivalent to layer * 6 + number of texture face, * i.e. +X is `0` and so on, in order of (+X, -X, +Y, -Y, +Z, -Z). * * See @ref Texture::setSubImage() for more information. */ CubeMapTextureArray& setSubImage(Int level, const Vector3i& offset, const ImageReference3D& image) { DataHelper<3>::setSubImage(*this, level, offset, image); return *this; } /** @overload */ CubeMapTextureArray& setSubImage(Int level, const Vector3i& offset, BufferImage3D& image) { DataHelper<3>::setSubImage(*this, level, offset, image); return *this; } /** @overload */ CubeMapTextureArray& setSubImage(Int level, const Vector3i& offset, BufferImage3D&& image) { return setSubImage(level, offset, image); } /** * @copybrief Texture::generateMipmap() * @return Reference to self (for method chaining) * * See @ref Texture::generateMipmap() for more information. * @requires_gl30 Extension @extension{ARB,framebuffer_object} */ CubeMapTextureArray& generateMipmap() { AbstractTexture::generateMipmap(); return *this; } /** * @copybrief Texture::invalidateImage() * * See @ref Texture::invalidateImage() for more information. */ void invalidateImage(Int level) { AbstractTexture::invalidateImage(level); } /** * @copybrief Texture::invalidateSubImage() * * Z coordinate is equivalent to layer * 6 + number of texture face, * i.e. +X is `0` and so on, in order of (+X, -X, +Y, -Y, +Z, -Z). * * See @ref Texture::invalidateSubImage() for more information. */ 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 CubeMapTextureArray& setLabel(const std::string& label) { AbstractTexture::setLabel(label); return *this; } template CubeMapTextureArray& setLabel(const char(&label)[size]) { AbstractTexture::setLabel(label); return *this; } #endif }; } #else #error this header is not available in OpenGL ES build #endif #endif