#ifndef Magnum_GL_TextureArray_h #define Magnum_GL_TextureArray_h /* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 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_GLES2 /** @file * @brief Class @ref Magnum::TextureArray, typedef @ref Magnum::Texture1DArray, @ref Magnum::Texture2DArray */ #endif #include "Magnum/Array.h" #include "Magnum/DimensionTraits.h" #include "Magnum/GL/AbstractTexture.h" #include "Magnum/Math/Vector3.h" #ifndef MAGNUM_TARGET_GLES2 namespace Magnum { namespace Implementation { template constexpr GLenum textureArrayTarget(); #ifndef MAGNUM_TARGET_GLES template<> constexpr GLenum textureArrayTarget<1>() { return GL_TEXTURE_1D_ARRAY; } #endif template<> constexpr GLenum textureArrayTarget<2>() { return GL_TEXTURE_2D_ARRAY; } } /** @brief Texture array Template class for one- and two-dimensional texture arrays. See also @ref AbstractTexture documentation for more information. @section TextureArray-usage Usage See @ref Texture documentation for introduction. Common usage is to fully configure all texture parameters and then set the data. Example configuration: @snippet MagnumGL.cpp TextureArray-usage1 It is often more convenient to first allocate the memory for all layers by calling @ref setStorage() and then specify each layer separately using @ref setSubImage(): @snippet MagnumGL.cpp TextureArray-usage2 In shader, the texture is used via @glsl sampler1DArray @ce / @glsl sampler2DArray @ce, @glsl sampler1DArrayShadow @ce / @glsl sampler1DArrayShadow @ce, @glsl isampler1DArray @ce / @glsl isampler2DArray @ce or @glsl usampler1DArray @ce / @glsl usampler2DArray @ce. See @ref AbstractShaderProgram documentation for more information about usage in shaders. @see @ref Texture1DArray, @ref Texture2DArray, @ref Texture, @ref CubeMapTexture, @ref CubeMapTextureArray, @ref RectangleTexture, @ref BufferTexture, @ref MultisampleTexture @m_keywords{GL_TEXTURE_1D_ARRAY GL_TEXTURE_2D_ARRAY} @requires_gl30 Extension @extension{EXT,texture_array} @requires_gles30 Array textures are not available in OpenGL ES 2.0. @requires_webgl20 Array textures are not available in WebGL 1.0. @requires_gl 1D array textures are not available in OpenGL ES or WebGL, only 2D ones. @todo Fix this when @extension{NV,texture_array} is in ES2 extension headers */ template class TextureArray: public AbstractTexture { public: enum: UnsignedInt { Dimensions = dimensions /**< Texture dimension count */ }; /** * @brief Max supported texture array size * * The result is cached, repeated queries don't result in repeated * OpenGL calls. If extension @extension{EXT,texture_array} (part of * OpenGL 3.0) is not available, returns zero vector. * @see @fn_gl{Get} with @def_gl_keyword{MAX_TEXTURE_SIZE} and * @def_gl_keyword{MAX_ARRAY_TEXTURE_LAYERS} */ static VectorTypeFor maxSize(); #ifndef MAGNUM_TARGET_GLES /** * @brief @copybrief Texture::compressedBlockSize() * * See @ref Texture::compressedBlockSize() for more information. * @requires_gl43 Extension @extension{ARB,internalformat_query2} * @requires_gl Compressed texture queries are not available in OpenGL * ES. */ static VectorTypeFor compressedBlockSize(TextureFormat format) { return DataHelper::compressedBlockSize(Implementation::textureArrayTarget(), format); } /** * @brief @copybrief Texture::compressedBlockDataSize() * * See @ref Texture::compressedBlockDataSize() for more information. * @requires_gl43 Extension @extension{ARB,internalformat_query2} * @requires_gl Compressed texture queries are not available in OpenGL * ES. * @see @ref compressedBlockSize(), @fn_gl{Getinternalformat} with * @def_gl_keyword{TEXTURE_COMPRESSED_BLOCK_SIZE} */ static Int compressedBlockDataSize(TextureFormat format) { return AbstractTexture::compressedBlockDataSize(Implementation::textureArrayTarget(), format); } #endif /** * @brief Wrap existing OpenGL texture array object * @param id OpenGL texture array ID * @param flags Object creation flags * * The @p id is expected to be of an existing OpenGL texture object * with target @def_gl{TEXTURE_1D_ARRAY} or @def_gl{TEXTURE_2D_ARRAY} * based on dimension count. Unlike texture created using constructor, * the OpenGL object is by default not deleted on destruction, use * @p flags for different behavior. * @see @ref release() */ static TextureArray wrap(GLuint id, ObjectFlags flags = {}) { return TextureArray{id, flags}; } /** * @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 @ref TextureArray(NoCreateT), @ref wrap(), @fn_gl_keyword{CreateTextures} * with @def_gl{TEXTURE_1D_ARRAY} or @def_gl{TEXTURE_2D_ARRAY}, * eventually @fn_gl_keyword{GenTextures} */ explicit TextureArray(): AbstractTexture(Implementation::textureArrayTarget()) {} /** * @brief Construct without creating the underlying OpenGL object * * The constructed instance is equivalent to moved-from state. Useful * in cases where you will overwrite the instance later anyway. Move * another object over it to make it useful. * * This function can be safely used for constructing (and later * destructing) objects even without any OpenGL context being active. * @see @ref TextureArray(), @ref wrap() */ explicit TextureArray(NoCreateT) noexcept: AbstractTexture{NoCreate, Implementation::textureArrayTarget()} {} #ifndef MAGNUM_TARGET_WEBGL /** * @brief Bind level of given texture layer to given image unit * @param imageUnit Image unit * @param level Texture level * @param layer Texture layer * @param access Image access * @param format Image format * * @note This function is meant to be used only internally from * @ref AbstractShaderProgram subclasses. See its documentation * for more information. * @see @ref bindImages(Int, std::initializer_list), * @ref bindImageLayered(), @ref unbindImage(), @ref unbindImages(), * @ref AbstractShaderProgram::maxImageUnits(), * @fn_gl_keyword{BindImageTexture} * @requires_gl42 Extension @extension{ARB,shader_image_load_store} * @requires_gles31 Shader image load/store is not available in OpenGL * ES 3.0 and older. * @requires_gles Shader image load/store is not available in WebGL. */ void bindImage(Int imageUnit, Int level, Int layer, ImageAccess access, ImageFormat format) { bindImageInternal(imageUnit, level, false, layer, access, format); } /** * @brief Bind level of layered texture to given image unit * @param imageUnit Image unit * @param level Texture level * @param access Image access * @param format Image format * * @note This function is meant to be used only internally from * @ref AbstractShaderProgram subclasses. See its documentation * for more information. * @see @ref bindImages(Int, std::initializer_list), * @ref bindImage(), @ref unbindImage(), @ref unbindImages(), * @ref AbstractShaderProgram::maxImageUnits(), * @fn_gl_keyword{BindImageTexture} * @requires_gl42 Extension @extension{ARB,shader_image_load_store} * @requires_gles31 Shader image load/store is not available in OpenGL * ES 3.0 and older. * @requires_gles Shader image load/store is not available in WebGL. */ void bindImageLayered(Int imageUnit, Int level, ImageAccess access, ImageFormat format) { bindImageInternal(imageUnit, level, true, 0, access, format); } #endif /** * @brief @copybrief Texture::setBaseLevel() * @return Reference to self (for method chaining) * * See @ref Texture::setBaseLevel() for more information. */ TextureArray& setBaseLevel(Int level) { AbstractTexture::setBaseLevel(level); return *this; } /** * @brief @copybrief Texture::setMaxLevel() * @return Reference to self (for method chaining) * * See @ref Texture::setMaxLevel() for more information. */ TextureArray& setMaxLevel(Int level) { AbstractTexture::setMaxLevel(level); return *this; } /** * @brief @copybrief Texture::setMinificationFilter() * @return Reference to self (for method chaining) * * See @ref Texture::setMinificationFilter() for more information. */ TextureArray& setMinificationFilter(Sampler::Filter filter, Sampler::Mipmap mipmap = Sampler::Mipmap::Base) { AbstractTexture::setMinificationFilter(filter, mipmap); return *this; } /** * @brief @copybrief Texture::setMagnificationFilter() * @return Reference to self (for method chaining) * * See @ref Texture::setMagnificationFilter() for more information. */ TextureArray& setMagnificationFilter(Sampler::Filter filter) { AbstractTexture::setMagnificationFilter(filter); return *this; } /** * @brief @copybrief Texture::setMinLod() * @return Reference to self (for method chaining) * * See @ref Texture::setMinLod() for more information. */ TextureArray& setMinLod(Float lod) { AbstractTexture::setMinLod(lod); return *this; } /** * @brief @copybrief Texture::setMaxLod() * @return Reference to self (for method chaining) * * See @ref Texture::setMaxLod() for more information. */ TextureArray& setMaxLod(Float lod) { AbstractTexture::setMaxLod(lod); return *this; } #ifndef MAGNUM_TARGET_GLES /** * @brief @copybrief Texture::setLodBias() * @return Reference to self (for method chaining) * * See @ref Texture::setLodBias() for more information. * @requires_gl Texture LOD bias can be specified only directly in * fragment shader in OpenGL ES and WebGL. */ TextureArray& setLodBias(Float bias) { AbstractTexture::setLodBias(bias); return *this; } #endif /** * @brief @copybrief Texture::setWrapping() * @return Reference to self (for method chaining) * * See @ref Texture::setWrapping() for more information. */ TextureArray& setWrapping(const Array& wrapping) { DataHelper::setWrapping(*this, wrapping); return *this; } #ifndef MAGNUM_TARGET_WEBGL /** * @brief @copybrief Texture::setBorderColor(const Color4&) * @return Reference to self (for method chaining) * * See @ref Texture::setBorderColor(const Color4&) for more * information. * @requires_gles32 Extension @extension{ANDROID,extension_pack_es31a} / * @extension{EXT,texture_border_clamp} or * @extension{NV,texture_border_clamp} * @requires_gles Border clamp is not available in WebGL. */ TextureArray& setBorderColor(const Color4& color) { AbstractTexture::setBorderColor(color); return *this; } /** * @brief @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} * @requires_gles32 Extension @extension{ANDROID,extension_pack_es31a} / * @extension{EXT,texture_border_clamp} * @requires_gles Border clamp is not available in WebGL. */ TextureArray& setBorderColor(const Vector4ui& color) { AbstractTexture::setBorderColor(color); return *this; } /** @overload * @requires_gl30 Extension @extension{EXT,texture_integer} * @requires_gles32 Extension @extension{ANDROID,extension_pack_es31a} / * @extension{EXT,texture_border_clamp} * @requires_gles Border clamp is not available in WebGL. */ TextureArray& setBorderColor(const Vector4i& color) { AbstractTexture::setBorderColor(color); return *this; } #endif /** * @brief @copybrief Texture::setMaxAnisotropy() * @return Reference to self (for method chaining) * * See @ref Texture::setMaxAnisotropy() for more information. */ TextureArray& setMaxAnisotropy(Float anisotropy) { AbstractTexture::setMaxAnisotropy(anisotropy); return *this; } #ifndef MAGNUM_TARGET_WEBGL /** * @brief @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} * @requires_es_extension Extension @extension{ANDROID,extension_pack_es31a} / * @extension2{EXT,texture_sRGB_decode,texture_sRGB_decode} * @requires_gles SRGB decode is not available in WebGL. */ TextureArray& setSRGBDecode(bool decode) { AbstractTexture::setSRGBDecode(decode); return *this; } /** * @brief @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 TextureArray& setSwizzle() { AbstractTexture::setSwizzle(); return *this; } #endif /** * @brief @copybrief Texture::setCompareMode() * @return Reference to self (for method chaining) * * See @ref Texture::setCompareMode() for more information. */ TextureArray& setCompareMode(Sampler::CompareMode mode) { AbstractTexture::setCompareMode(mode); return *this; } /** * @brief @copybrief Texture::setCompareFunction() * @return Reference to self (for method chaining) * * See @ref Texture::setCompareFunction() for more information. */ TextureArray& setCompareFunction(Sampler::CompareFunction function) { AbstractTexture::setCompareFunction(function); return *this; } #ifndef MAGNUM_TARGET_WEBGL /** * @brief @copybrief Texture::setDepthStencilMode() * @return Reference to self (for method chaining) * * See @ref Texture::setDepthStencilMode() for more information. * @requires_gl43 Extension @extension{ARB,stencil_texturing} * @requires_gles31 Stencil texturing is not available in OpenGL ES 3.0 * and older. * @requires_gles Stencil texturing is not available in WebGL. */ TextureArray& setDepthStencilMode(Sampler::DepthStencilMode mode) { AbstractTexture::setDepthStencilMode(mode); return *this; } #endif /** * @brief @copybrief Texture::setStorage() * @return Reference to self (for method chaining) * * See @ref Texture::setStorage() for more information. * @see @ref maxSize() */ TextureArray& setStorage(Int levels, TextureFormat internalFormat, const VectorTypeFor& size) { DataHelper::setStorage(*this, levels, internalFormat, size); return *this; } #ifndef MAGNUM_TARGET_WEBGL /** * @brief @copybrief Texture::imageSize() * * See @ref Texture::imageSize() for more information. * @requires_gles31 Texture image size queries are not available in * OpenGL ES 3.0 and older. * @requires_gles Texture image size queries are not available in * WebGL. */ VectorTypeFor imageSize(Int level) { return DataHelper::imageSize(*this, level); } #endif #ifndef MAGNUM_TARGET_GLES /** * @brief @copybrief Texture::image(Int, Image&) * * See @ref Texture::image(Int, Image&) for more information. * @requires_gl Texture image queries are not available in OpenGL ES or * WebGL. See @ref Framebuffer::read() or @ref DebugTools::textureSubImage() * for possible workarounds. */ void image(Int level, Image& image) { AbstractTexture::image(level, image); } /** @overload * * Convenience alternative to the above, example usage: * * @snippet MagnumGL.cpp TextureArray-image1 */ Image image(Int level, Image&& image); /** * @brief @copybrief Texture::image(Int, BufferImage&, BufferUsage) * * See @ref Texture::image(Int, BufferImage&, BufferUsage) for more * information. * @requires_gl Texture image queries are not available in OpenGL ES or * WebGL. See @ref Framebuffer::read() or @ref DebugTools::textureSubImage() * for possible workarounds. */ void image(Int level, BufferImage& image, BufferUsage usage) { AbstractTexture::image(level, image, usage); } /** @overload * * Convenience alternative to the above, example usage: * * @snippet MagnumGL.cpp TextureArray-image2 */ BufferImage image(Int level, BufferImage&& image, BufferUsage usage); /** * @brief @copybrief Texture::compressedImage(Int, CompressedImage&) * * See @ref Texture::compressedImage(Int, CompressedImage&) for more * information. * @requires_gl Texture image queries are not available in OpenGL ES or * WebGL. See @ref Framebuffer::read() or @ref DebugTools::textureSubImage() * for possible workarounds. */ void compressedImage(Int level, CompressedImage& image) { AbstractTexture::compressedImage(level, image); } /** @overload * * Convenience alternative to the above, example usage: * * @snippet MagnumGL.cpp TextureArray-compressedImage1 */ CompressedImage compressedImage(Int level, CompressedImage&& image); /** * @brief @copybrief Texture::compressedImage(Int, CompressedBufferImage&, BufferUsage) * * See @ref Texture::compressedImage(Int, CompressedBufferImage&, BufferUsage) * for more information. * @requires_gl Texture image queries are not available in OpenGL ES or * WebGL. See @ref Framebuffer::read() or @ref DebugTools::textureSubImage() * for possible workarounds. */ void compressedImage(Int level, CompressedBufferImage& image, BufferUsage usage) { AbstractTexture::compressedImage(level, image, usage); } /** @overload * * Convenience alternative to the above, example usage: * * @snippet MagnumGL.cpp TextureArray-compressedImage2 */ CompressedBufferImage compressedImage(Int level, CompressedBufferImage&& image, BufferUsage usage); /** * @brief @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} * @requires_gl Texture image queries are not available in OpenGL ES or * WebGL. See @ref Framebuffer::read() or @ref DebugTools::textureSubImage() * for possible workarounds. */ void subImage(Int level, const RangeTypeFor& range, Image& image) { AbstractTexture::subImage(level, range, image); } /** @overload * * Convenience alternative to the above, example usage: * * @snippet MagnumGL.cpp TextureArray-subImage1 */ Image subImage(Int level, const RangeTypeFor& range, Image&& image); /** * @brief @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} * @requires_gl Texture image queries are not available in OpenGL ES or * WebGL. See @ref Framebuffer::read() or @ref DebugTools::textureSubImage() * for possible workarounds. */ void subImage(Int level, const RangeTypeFor& range, BufferImage& image, BufferUsage usage) { AbstractTexture::subImage(level, range, image, usage); } /** @overload * * Convenience alternative to the above, example usage: * * @snippet MagnumGL.cpp TextureArray-subImage2 */ BufferImage subImage(Int level, const RangeTypeFor& range, BufferImage&& image, BufferUsage usage); /** * @brief @copybrief Texture::compressedSubImage(Int, const RangeTypeFor&, CompressedImage&) * * See @ref Texture::compressedSubImage(Int, const RangeTypeFor&, CompressedImage&) * for more information. * @requires_gl45 Extension @extension{ARB,get_texture_sub_image} * @requires_gl43 Extension @extension{ARB,internalformat_query2} if * @ref CompressedPixelStorage::compressedBlockSize() and * @ref CompressedPixelStorage::compressedBlockDataSize() are not * set to non-zero values * @requires_gl Texture image queries are not available in OpenGL ES or * WebGL. See @ref Framebuffer::read() or @ref DebugTools::textureSubImage() * for possible workarounds. */ void compressedSubImage(Int level, const RangeTypeFor& range, CompressedImage& image) { AbstractTexture::compressedSubImage(level, range, image); } /** @overload * * Convenience alternative to the above, example usage: * * @snippet MagnumGL.cpp TextureArray-compressedSubImage1 */ CompressedImage compressedSubImage(Int level, const RangeTypeFor& range, CompressedImage&& image); /** * @brief @copybrief Texture::compressedSubImage(Int, const RangeTypeFor&, CompressedBufferImage&, BufferUsage) * * See @ref Texture::compressedSubImage(Int, const RangeTypeFor&, CompressedBufferImage&, BufferUsage) * for more information. * @requires_gl45 Extension @extension{ARB,get_texture_sub_image} * @requires_gl43 Extension @extension{ARB,internalformat_query2} if * @ref CompressedPixelStorage::compressedBlockSize() and * @ref CompressedPixelStorage::compressedBlockDataSize() are not * set to non-zero values * @requires_gl Texture image queries are not available in OpenGL ES or * WebGL. See @ref Framebuffer::read() or @ref DebugTools::textureSubImage() * for possible workarounds. */ void compressedSubImage(Int level, const RangeTypeFor& range, CompressedBufferImage& image, BufferUsage usage) { AbstractTexture::compressedSubImage(level, range, image, usage); } /** @overload * * Convenience alternative to the above, example usage: * * @snippet MagnumGL.cpp TextureArray-compressedSubImage2 */ CompressedBufferImage compressedSubImage(Int level, const RangeTypeFor& range, CompressedBufferImage&& image, BufferUsage usage); #endif /** * @brief @copybrief Texture::setImage() * @return Reference to self (for method chaining) * * See @ref Texture::setImage() for more information. * @see @ref maxSize() * @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage() * instead. */ TextureArray& setImage(Int level, TextureFormat internalFormat, const ImageView& image) { DataHelper::setImage(*this, level, internalFormat, image); return *this; } /** @overload * @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage() * instead. */ TextureArray& setImage(Int level, TextureFormat internalFormat, BufferImage& image) { DataHelper::setImage(*this, level, internalFormat, image); return *this; } /** @overload * @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage() * instead. */ TextureArray& setImage(Int level, TextureFormat internalFormat, BufferImage&& image) { return setImage(level, internalFormat, image); } /** * @brief @copybrief Texture::setCompressedImage() * @return Reference to self (for method chaining) * * See @ref Texture::setCompressedImage() for more information. * @see @ref maxSize() * @deprecated_gl Prefer to use @ref setStorage() and * @ref setCompressedSubImage() instead. */ TextureArray& setCompressedImage(Int level, const CompressedImageView& image) { DataHelper::setCompressedImage(*this, level, image); return *this; } /** @overload * @deprecated_gl Prefer to use @ref setStorage() and * @ref setCompressedSubImage() instead. */ TextureArray& setCompressedImage(Int level, CompressedBufferImage& image) { DataHelper::setCompressedImage(*this, level, image); return *this; } /** @overload * @deprecated_gl Prefer to use @ref setStorage() and * @ref setCompressedSubImage() instead. */ TextureArray& setCompressedImage(Int level, CompressedBufferImage&& image) { return setCompressedImage(level, image); } /** * @brief Set image subdata * @param level Mip level * @param offset Offset where to put data in the texture * @param image @ref Image, @ref ImageView or * @ref Trade::ImageData of the same dimension count * @return Reference to self (for method chaining) * * If neither @extension{ARB,direct_state_access} (part of OpenGL 4.5) * nor @extension{EXT,direct_state_access} desktop extension is * available, the texture is bound before the operation (if not * already). * @see @ref setStorage(), @fn_gl{PixelStore}, then * @fn_gl2_keyword{TextureSubImage2D,TexSubImage2D}/ * @fn_gl2_keyword{TextureSubImage3D,TexSubImage3D}, * @fn_gl_extension_keyword{TextureSubImage2D,EXT,direct_state_access}/ * @fn_gl_extension_keyword{TextureSubImage3D,EXT,direct_state_access}, * eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and * @fn_gl_keyword{TexSubImage2D} / @fn_gl_keyword{TexSubImage3D} */ TextureArray& setSubImage(Int level, const VectorTypeFor& offset, const ImageView& image) { DataHelper::setSubImage(*this, level, offset, image); return *this; } /** @overload */ TextureArray& setSubImage(Int level, const VectorTypeFor& offset, BufferImage& image) { DataHelper::setSubImage(*this, level, offset, image); return *this; } /** @overload */ TextureArray& setSubImage(Int level, const VectorTypeFor& offset, BufferImage&& image) { return setSubImage(level, offset, image); } /** * @brief Set compressed image subdata * @param level Mip level * @param offset Offset where to put data in the texture * @param image @ref CompressedImage, @ref CompressedImageView * or compressed @ref Trade::ImageData of the same dimension count * @return Reference to self (for method chaining) * * If neither @extension{ARB,direct_state_access} (part of OpenGL 4.5) * nor @extension{EXT,direct_state_access} desktop extension is * available, the texture is bound before the operation (if not * already). * @see @ref setStorage(), @fn_gl{PixelStore}, then * @fn_gl2_keyword{CompressedTextureSubImage2D,CompressedTexSubImage2D}/ * @fn_gl2_keyword{CompressedTextureSubImage3D,CompressedTexSubImage3D}, * @fn_gl_extension_keyword{CompressedTextureSubImage2D,EXT,direct_state_access}/ * @fn_gl_extension_keyword{CompressedTextureSubImage3D,EXT,direct_state_access}, * eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and * @fn_gl_keyword{CompressedTexSubImage2D} / @fn_gl_keyword{CompressedTexSubImage3D} */ TextureArray& setCompressedSubImage(Int level, const VectorTypeFor& offset, const CompressedImageView& image) { DataHelper::setCompressedSubImage(*this, level, offset, image); return *this; } /** @overload */ TextureArray& setCompressedSubImage(Int level, const VectorTypeFor& offset, CompressedBufferImage& image) { DataHelper::setCompressedSubImage(*this, level, offset, image); return *this; } /** @overload */ TextureArray& setCompressedSubImage(Int level, const VectorTypeFor& offset, CompressedBufferImage&& image) { return setCompressedSubImage(level, offset, image); } /** * @brief @copybrief Texture::generateMipmap() * @return Reference to self (for method chaining) * * See @ref Texture::generateMipmap() for more information. * @requires_gl30 Extension @extension{ARB,framebuffer_object} */ TextureArray& generateMipmap() { AbstractTexture::generateMipmap(); return *this; } /** * @brief @copybrief Texture::invalidateImage() * * See @ref Texture::invalidateImage() for more information. */ void invalidateImage(Int level) { AbstractTexture::invalidateImage(level); } /** * @brief @copybrief Texture::invalidateSubImage() * * See @ref Texture::invalidateSubImage() for more information. */ void invalidateSubImage(Int level, const VectorTypeFor& offset, const VectorTypeFor& size) { DataHelper::invalidateSubImage(*this, level, offset, size); } /* Overloads to remove WTF-factor from method chaining order */ #if !defined(DOXYGEN_GENERATING_OUTPUT) && !defined(MAGNUM_TARGET_WEBGL) TextureArray& setLabel(const std::string& label) { AbstractTexture::setLabel(label); return *this; } template TextureArray& setLabel(const char(&label)[size]) { AbstractTexture::setLabel(label); return *this; } #endif private: explicit TextureArray(GLuint id, ObjectFlags flags): AbstractTexture{id, Implementation::textureArrayTarget(), flags} {} }; #ifndef MAGNUM_TARGET_GLES /** @brief One-dimensional texture array @requires_gl30 Extension @extension{EXT,texture_array} @requires_gl Only @ref Texture2DArray is available in OpenGL ES and WebGL. */ typedef TextureArray<1> Texture1DArray; #endif /** @brief Two-dimensional texture array @requires_gl30 Extension @extension{EXT,texture_array} @requires_gles30 Array textures are not available in OpenGL ES 2.0. @requires_webgl20 Array textures are not available in WebGL 1.0. */ typedef TextureArray<2> Texture2DArray; } #else #error this header is not available in OpenGL ES 2.0 build #endif #endif