#ifndef Magnum_CubeMapTexture_h #define Magnum_CubeMapTexture_h /* Copyright © 2010, 2011, 2012 Vladimír Vondruš 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::CubeMapTexture */ #include "Texture.h" namespace Magnum { /** @brief Cube map texture %Texture used mainly for environemnt maps. See AbstractTexture documentation for more information about usage. It consists of 6 square textures generating 6 faces of the cube as following. Note that all images must be turned upside down (+Y is top): +----+ | -Y | +----+----+----+----+ | -Z | -X | +Z | +X | +----+----+----+----+ | +Y | +----+ When using cube map texture in the shader, use `samplerCube`. 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. See AbstractTexture documentation for more information about usage. @see CubeMapTextureArray */ class CubeMapTexture: public AbstractTexture { public: /** @brief Cube map coordinate */ enum Coordinate: GLenum { PositiveX = GL_TEXTURE_CUBE_MAP_POSITIVE_X, /**< +X cube side */ NegativeX = GL_TEXTURE_CUBE_MAP_NEGATIVE_X, /**< -X cube side */ PositiveY = GL_TEXTURE_CUBE_MAP_POSITIVE_Y, /**< +Y cube side */ NegativeY = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, /**< -Y cube side */ PositiveZ = GL_TEXTURE_CUBE_MAP_POSITIVE_Z, /**< +Z cube side */ NegativeZ = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z /**< -Z cube side */ }; #ifndef MAGNUM_TARGET_GLES /** * @brief Enable/disable seamless cube map textures * * @requires_gl * @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); } #endif /** * @brief Constructor * * Creates one cube map OpenGL texture. */ inline CubeMapTexture(): AbstractTexture(GL_TEXTURE_CUBE_MAP) {} /** * @copydoc Texture::setWrapping() */ inline CubeMapTexture* setWrapping(const Math::Vector<3, Wrapping>& wrapping) { bind(); DataHelper<3>::setWrapping(GL_TEXTURE_CUBE_MAP, wrapping); return this; } /** * @copydoc Texture::setData(GLint, InternalFormat, Image*) * @param coordinate Coordinate * @return Pointer to self (for method chaining) */ template inline CubeMapTexture* setData(Coordinate coordinate, GLint mipLevel, InternalFormat internalFormat, Image* image) { bind(); DataHelper<2>::set(static_cast(coordinate), mipLevel, internalFormat, image); return this; } /** * @copydoc Texture::setSubData(GLint, const Math::Vector&, Image*) * @param coordinate Coordinate * @return Pointer to self (for method chaining) */ template inline CubeMapTexture* setSubData(Coordinate coordinate, GLint mipLevel, const Math::Vector<2, GLint>& offset, const Image* image) { bind(); DataHelper<2>::setSub(static_cast(coordinate), mipLevel, offset, image); return this; } }; } #endif