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#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, 2019,
2020, 2021, 2022, 2023 Vladimír Vondruš <mosra@centrum.cz>
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::GL::TextureArray, typedef @ref Magnum::GL::Texture1DArray, @ref Magnum::GL::Texture2DArray
*/
#endif
#include "Magnum/Sampler.h"
#include "Magnum/DimensionTraits.h"
#include "Magnum/GL/AbstractTexture.h"
#include "Magnum/GL/Sampler.h"
#include "Magnum/Math/Vector3.h"
#ifdef MAGNUM_BUILD_DEPRECATED
/* For implicit conversions to Vector<SamplerWrapping>, not used otherwise */
#include "Magnum/Array.h"
#endif
#ifndef MAGNUM_TARGET_GLES2
namespace Magnum { namespace GL {
namespace Implementation {
template<UnsignedInt> 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 GL-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 @gl_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 @gl_extension{NV,texture_array} is in ES2 extension headers
*/
template<UnsignedInt dimensions> class
#ifndef CORRADE_TARGET_MSVC
/* If it's here, MSVC complains that out-of-class inline functions have a
definition while being dllimport'd. If I remove it, GCC then may complain
that the export in TextureArray.cpp is ignored as the type is already
defined. */
MAGNUM_GL_EXPORT
#endif
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 @gl_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<dimensions+1, Int> maxSize();
#ifndef MAGNUM_TARGET_GLES
/**
* @brief @copybrief Texture::compressedBlockSize()
*
* See @ref Texture::compressedBlockSize() for more information.
* @requires_gl43 Extension @gl_extension{ARB,internalformat_query2}
* @requires_gl Compressed texture queries are not available in OpenGL
* ES.
*/
static VectorTypeFor<dimensions, Int> compressedBlockSize(TextureFormat format) {
return DataHelper<dimensions>::compressedBlockSize(Implementation::textureArrayTarget<dimensions>(), format);
}
/**
* @brief @copybrief Texture::compressedBlockDataSize()
*
* See @ref Texture::compressedBlockDataSize() for more information.
* @requires_gl43 Extension @gl_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<dimensions>(), format);
}
#endif
#ifndef MAGNUM_TARGET_WEBGL
/**
* @brief Create a view on another texture array
* @m_since_latest
*
* The @p internalFormat has to either match the format of @p original,
* or be compatible with it, such as having the same pixel size and
* other restrictions described in the OpenGL specification.
* @see @ref setStorage(), @fn_gl_keyword{GenTextures},
* @fn_gl_keyword{TextureView} with @def_gl{TEXTURE_1D_ARRAY} or
* @def_gl{TEXTURE_2D_ARRAY}
* @requires_gl43 Extension @gl_extension{ARB,texture_view}
* @requires_es_extension OpenGL ES 3.1 and extension
* @gl_extension{OES,texture_view} or
* @gl_extension{EXT,texture_view}
* @requires_gles Texture views are not available in WebGL.
*/
static TextureArray<dimensions> view(TextureArray<dimensions>& original, TextureFormat internalFormat, Int levelOffset, Int levelCount, Int layerOffset, Int layerCount);
/**
* @brief Create a view on a texture
* @m_since_latest
*
* The @p internalFormat has to either match the format of @p original,
* or be compatible with it, such as having the same pixel size and
* other restrictions described in the OpenGL specification.
* @see @ref setStorage(), @fn_gl_keyword{GenTextures},
* @fn_gl_keyword{TextureView} with @def_gl{TEXTURE_1D_ARRAY} or
* @def_gl{TEXTURE_2D_ARRAY}
* @requires_gl43 Extension @gl_extension{ARB,texture_view}
* @requires_es_extension OpenGL ES 3.1 and extension
* @gl_extension{OES,texture_view} or
* @gl_extension{EXT,texture_view}
* @requires_gles Texture views are not available in WebGL.
*/
static TextureArray<dimensions> view(Texture<dimensions>& original, TextureFormat internalFormat, Int levelOffset, Int levelCount);
/**
* @brief Create a view on a cube map texture
* @m_since_latest
*
* Enabled only on a @ref Texture2DArray. The @p internalFormat has to
* either match the format of @p original, or be compatible with it,
* such as having the same pixel size and other restrictions described
* in the OpenGL specification.
* @see @ref setStorage(), @fn_gl_keyword{GenTextures},
* @fn_gl_keyword{TextureView} with @def_gl{TEXTURE_2D_ARRAY}
* @requires_gl43 Extension @gl_extension{ARB,texture_view}
* @requires_es_extension OpenGL ES 3.1 and extension
* @gl_extension{OES,texture_view} or
* @gl_extension{EXT,texture_view}
* @requires_gles Texture views are not available in WebGL.
*/
#ifndef DOXYGEN_GENERATING_OUTPUT
template<UnsignedInt d = dimensions, class = typename std::enable_if<d == 2>::type>
#endif
static TextureArray<dimensions> view(CubeMapTexture& original, TextureFormat internalFormat, Int levelOffset, Int levelCount, Int layerOffset, Int layerCount);
/**
* @brief Create a view on a cube map texture array
* @m_since_latest
*
* Enabled only on a @ref Texture2DArray. The @p internalFormat has to
* either match the format of @p original, or be compatible with it,
* such as having the same pixel size and other restrictions described
* in the OpenGL specification.
* @see @ref setStorage(), @fn_gl_keyword{GenTextures},
* @fn_gl_keyword{TextureView} with @def_gl{TEXTURE_2D_ARRAY}
* @requires_gl43 Extension @gl_extension{ARB,texture_view}
* @requires_es_extension OpenGL ES 3.1 and extension
* @gl_extension{OES,texture_view} or
* @gl_extension{EXT,texture_view}
* @requires_gles Texture views are not available in WebGL.
*/
#ifndef DOXYGEN_GENERATING_OUTPUT
template<UnsignedInt d = dimensions, class = typename std::enable_if<d == 2>::type>
#endif
static TextureArray<dimensions> view(CubeMapTextureArray& original, TextureFormat internalFormat, Int levelOffset, Int levelCount, Int layerOffset, Int layerCount);
#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<dimensions> wrap(GLuint id, ObjectFlags flags = {}) {
return TextureArray<dimensions>{id, flags};
}
/**
* @brief Constructor
*
* Creates new OpenGL texture object. If @gl_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<dimensions>()) {}
/**
* @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.
* However note that this is a low-level and a potentially dangerous
* API, see the documentation of @ref NoCreate for alternatives.
* @see @ref TextureArray(), @ref wrap()
*/
explicit TextureArray(NoCreateT) noexcept: AbstractTexture{NoCreate, Implementation::textureArrayTarget<dimensions>()} {}
/** @brief Copying is not allowed */
TextureArray(const TextureArray<dimensions>&) = delete;
/** @brief Move constructor */
TextureArray(TextureArray<dimensions>&&) noexcept = default;
/** @brief Copying is not allowed */
TextureArray<dimensions>& operator=(const TextureArray<dimensions>&) = delete;
/** @brief Move assignment */
TextureArray<dimensions>& operator=(TextureArray<dimensions>&&) noexcept = default;
#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<AbstractTexture*>),
* @ref bindImageLayered(), @ref unbindImage(), @ref unbindImages(),
* @ref AbstractShaderProgram::maxImageUnits(),
* @fn_gl_keyword{BindImageTexture}
* @requires_gl42 Extension @gl_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<AbstractTexture*>),
* @ref bindImage(), @ref unbindImage(), @ref unbindImages(),
* @ref AbstractShaderProgram::maxImageUnits(),
* @fn_gl_keyword{BindImageTexture}
* @requires_gl42 Extension @gl_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<dimensions>& 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<dimensions>& 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<dimensions>& setMinificationFilter(SamplerFilter filter, SamplerMipmap mipmap = SamplerMipmap::Base) {
AbstractTexture::setMinificationFilter(filter, mipmap);
return *this;
}
/** @overload */
TextureArray<dimensions>& setMinificationFilter(Magnum::SamplerFilter filter, Magnum::SamplerMipmap mipmap = Magnum::SamplerMipmap::Base) {
return setMinificationFilter(samplerFilter(filter), samplerMipmap(mipmap));
}
/**
* @brief @copybrief Texture::setMagnificationFilter()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setMagnificationFilter() for more information.
*/
TextureArray<dimensions>& setMagnificationFilter(SamplerFilter filter) {
AbstractTexture::setMagnificationFilter(filter);
return *this;
}
/** @overload */
TextureArray<dimensions>& setMagnificationFilter(Magnum::SamplerFilter filter) {
return setMagnificationFilter(samplerFilter(filter));
}
/**
* @brief @copybrief Texture::setMinLod()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setMinLod() for more information.
*/
TextureArray<dimensions>& 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<dimensions>& 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<dimensions>& 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<dimensions>& setWrapping(const Math::Vector<dimensions, SamplerWrapping>& wrapping) {
DataHelper<dimensions>::setWrapping(*this, wrapping);
return *this;
}
/** @overload */
TextureArray<dimensions>& setWrapping(const Math::Vector<dimensions, Magnum::SamplerWrapping>& wrapping) {
return setWrapping(samplerWrapping(wrapping));
}
/**
* @brief Set the same wrapping for all dimensions
* @return Reference to self (for method chaining)
*
* Same as calling @ref setWrapping(const Math::Vector<dimensions, SamplerWrapping>&)
* with the same value for all dimensions.
*/
TextureArray<dimensions>& setWrapping(SamplerWrapping wrapping) {
return setWrapping(Math::Vector<dimensions, SamplerWrapping>{wrapping});
}
/** @overload */
TextureArray<dimensions>& setWrapping(Magnum::SamplerWrapping wrapping) {
return setWrapping(Math::Vector<dimensions, Magnum::SamplerWrapping>{wrapping});
}
#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 @gl_extension{ANDROID,extension_pack_es31a} /
* @gl_extension{EXT,texture_border_clamp} or
* @gl_extension{NV,texture_border_clamp}
* @requires_gles Border clamp is not available in WebGL.
*/
TextureArray<dimensions>& 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 @gl_extension{EXT,texture_integer}
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
* @gl_extension{EXT,texture_border_clamp}
* @requires_gles Border clamp is not available in WebGL.
*/
TextureArray<dimensions>& setBorderColor(const Vector4ui& color) {
AbstractTexture::setBorderColor(color);
return *this;
}
/** @overload
* @requires_gl30 Extension @gl_extension{EXT,texture_integer}
* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} /
* @gl_extension{EXT,texture_border_clamp}
* @requires_gles Border clamp is not available in WebGL.
*/
TextureArray<dimensions>& 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<dimensions>& 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 @gl_extension{EXT,texture_sRGB_decode}
* @requires_es_extension Extension @gl_extension{ANDROID,extension_pack_es31a} /
* @gl_extension{EXT,texture_sRGB_decode}
* @requires_gles sRGB decode is not available in WebGL.
*/
TextureArray<dimensions>& 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 @gl_extension{ARB,texture_swizzle}
*/
template<char r, char g, char b, char a> TextureArray<dimensions>& setSwizzle() {
AbstractTexture::setSwizzle<r, g, b, a>();
return *this;
}
#endif
/**
* @brief @copybrief Texture::setCompareMode()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setCompareMode() for more information.
*/
TextureArray<dimensions>& setCompareMode(SamplerCompareMode 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<dimensions>& setCompareFunction(SamplerCompareFunction 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 @gl_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<dimensions>& setDepthStencilMode(SamplerDepthStencilMode 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 view(), @ref maxSize()
*/
TextureArray<dimensions>& setStorage(Int levels, TextureFormat internalFormat, const VectorTypeFor<dimensions+1, Int>& size) {
DataHelper<dimensions+1>::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<dimensions+1, Int> imageSize(Int level) {
return DataHelper<dimensions+1>::imageSize(*this, level);
}
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Read given texture mip level to an image
*
* Behavior mostly equivalent to @ref Texture::image(Int, Image&), see
* its documentation for more information. In this case however,
* @ref ImageFlags of @p image get set to @ref ImageFlag3D::Array "ImageFlag*D::Array".
* @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<dimensions+1>& image) {
AbstractTexture::image<dimensions+1>(level, image, ImageFlag<dimensions+1>::Array);
}
/** @overload
*
* Convenience alternative to the above, example usage:
*
* @snippet MagnumGL.cpp TextureArray-image1
*/
Image<dimensions+1> image(Int level, Image<dimensions+1>&& image);
/**
* @brief Read given texture mip level to an image view
* @m_since{2019,10}
*
* Compared to @ref image(Int, Image<dimensions+1>&) the function reads
* the pixels into the memory provided by @p image, expecting it's not
* @cpp nullptr @ce and its size is the same as size of given @p level.
* Any set of @ref ImageFlags is allowed in @p image --- e.g., it's
* possible to read an array texture to an image not marked as an
* array.
*/
void image(Int level, const BasicMutableImageView<dimensions+1>& image) {
AbstractTexture::image<dimensions+1>(level, image);
}
/**
* @brief Read given texture mip level to a buffer image
*
* 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<dimensions+1>& image, BufferUsage usage) {
AbstractTexture::image<dimensions+1>(level, image, usage);
}
/** @overload
*
* Convenience alternative to the above, example usage:
*
* @snippet MagnumGL.cpp TextureArray-image2
*/
BufferImage<dimensions+1> image(Int level, BufferImage<dimensions+1>&& image, BufferUsage usage);
/**
* @brief Read given compressed texture mip level to an image
*
* Behavior mostly equivalent to
* @ref Texture::compressedImage(Int, CompressedImage&), see its
* documentation for more information. In this case however,
* @ref ImageFlags of @p image get set to @ref ImageFlag3D::Array "ImageFlag*D::Array".
* @requires_gl42 Extension @gl_extension{ARB,compressed_texture_pixel_storage}
* for non-default @ref CompressedPixelStorage
* @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<dimensions+1>& image) {
AbstractTexture::compressedImage<dimensions+1>(level, image, ImageFlag<dimensions+1>::Array);
}
/** @overload
*
* Convenience alternative to the above, example usage:
*
* @snippet MagnumGL.cpp TextureArray-compressedImage1
*/
CompressedImage<dimensions+1> compressedImage(Int level, CompressedImage<dimensions+1>&& image);
/**
* @brief Read given compressed texture mip level to an image view
* @m_since{2019,10}
*
* Compared to @ref compressedImage(Int, CompressedImage<dimensions+1>&)
* the function reads the pixels into the memory provided by @p image,
* expecting it's not @cpp nullptr @ce, its format is the same as
* texture format and its size is the same as size of given @p level.
* Any set of @ref ImageFlags is allowed in @p image --- e.g., it's
* possible to read an array texture to an image not marked as an
* array.
*/
void compressedImage(Int level, const BasicMutableCompressedImageView<dimensions+1>& image) {
AbstractTexture::compressedImage<dimensions+1>(level, image);
}
/**
* @brief Read given compressed texture mip level to a buffer image
*
* See @ref Texture::compressedImage(Int, CompressedBufferImage&, BufferUsage)
* for more information.
* @requires_gl42 Extension @gl_extension{ARB,compressed_texture_pixel_storage}
* for non-default @ref CompressedPixelStorage
* @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<dimensions+1>& image, BufferUsage usage) {
AbstractTexture::compressedImage<dimensions+1>(level, image, usage);
}
/** @overload
*
* Convenience alternative to the above, example usage:
*
* @snippet MagnumGL.cpp TextureArray-compressedImage2
*/
CompressedBufferImage<dimensions+1> compressedImage(Int level, CompressedBufferImage<dimensions+1>&& image, BufferUsage usage);
/**
* @brief Read a range of given texture mip level to an image
*
* Behavior mostly equivalent to
* @ref Texture::subImage(Int, const RangeTypeFor<dimensions, Int>&, Image&), see its
* documentation for more information. In this case however,
* @ref ImageFlags of @p image get set to @ref ImageFlag3D::Array "ImageFlag*D::Array".
* @requires_gl45 Extension @gl_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<dimensions+1, Int>& range, Image<dimensions+1>& image) {
AbstractTexture::subImage<dimensions+1>(level, range, image, ImageFlag<dimensions+1>::Array);
}
/** @overload
*
* Convenience alternative to the above, example usage:
*
* @snippet MagnumGL.cpp TextureArray-subImage1
*/
Image<dimensions+1> subImage(Int level, const RangeTypeFor<dimensions+1, Int>& range, Image<dimensions+1>&& image);
/**
* @brief Read a range of given texture mip level to an image view
* @m_since{2019,10}
*
* Compared to @ref subImage(Int, const RangeTypeFor<dimensions+1, Int>&, Image<dimensions+1>&)
* the function reads the pixels into the memory provided by @p image,
* expecting it's not @cpp nullptr @ce and its size is the same as
* @p range size. Any set of @ref ImageFlags is allowed in @p image ---
* e.g., it's possible to read an array texture to an image not marked
* as an array.
*/
void subImage(Int level, const RangeTypeFor<dimensions+1, Int>& range, const BasicMutableImageView<dimensions+1>& image) {
AbstractTexture::subImage<dimensions+1>(level, range, image);
}
/**
* @brief Read a range of given texture mip level to a buffer image
*
* See @ref Texture::subImage(Int, const RangeTypeFor<dimensions, Int>&, BufferImage&, BufferUsage)
* for more information.
* @requires_gl45 Extension @gl_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<dimensions+1, Int>& range, BufferImage<dimensions+1>& image, BufferUsage usage) {
AbstractTexture::subImage<dimensions+1>(level, range, image, usage);
}
/** @overload
*
* Convenience alternative to the above, example usage:
*
* @snippet MagnumGL.cpp TextureArray-subImage2
*/
BufferImage<dimensions+1> subImage(Int level, const RangeTypeFor<dimensions+1, Int>& range, BufferImage<dimensions+1>&& image, BufferUsage usage);
/**
* @brief Read a range of given compressed texture mip level to an image
*
* Behavior mostly equivalent to
* @ref Texture::compressedSubImage(Int, const RangeTypeFor<dimensions, Int>&, CompressedImage&), see its
* documentation for more information. In this case however,
* @ref ImageFlags of @p image get set to @ref ImageFlag3D::Array "ImageFlag*D::Array".
* @requires_gl45 Extension @gl_extension{ARB,get_texture_sub_image}
* @requires_gl42 Extension @gl_extension{ARB,compressed_texture_pixel_storage}
* for non-default @ref CompressedPixelStorage
* @requires_gl43 Extension @gl_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<dimensions+1, Int>& range, CompressedImage<dimensions+1>& image) {
AbstractTexture::compressedSubImage<dimensions+1>(level, range, image, ImageFlag<dimensions+1>::Array);
}
/** @overload
*
* Convenience alternative to the above, example usage:
*
* @snippet MagnumGL.cpp TextureArray-compressedSubImage1
*/
CompressedImage<dimensions+1> compressedSubImage(Int level, const RangeTypeFor<dimensions+1, Int>& range, CompressedImage<dimensions+1>&& image);
/**
* @brief Read a range of given compressed texture mip level to an image view
* @m_since{2019,10}
*
* Compared to @ref compressedSubImage(Int, const RangeTypeFor<dimensions+1, Int>&, CompressedImage<dimensions+1>&)
* the function reads the pixels into the memory provided by @p image,
* expecting it's not @cpp nullptr @ce, its format is the same as
* texture format and its size is the same as @p range size. Any set of
* @ref ImageFlags is allowed in @p image --- e.g., it's possible to
* read an array texture to an image not marked as an array.
*/
void compressedSubImage(Int level, const RangeTypeFor<dimensions+1, Int>& range, const BasicMutableCompressedImageView<dimensions+1>& image) {
AbstractTexture::compressedSubImage<dimensions+1>(level, range, image);
}
/**
* @brief Read a range of given compressed texture mip level to a buffer image
*
* See @ref Texture::compressedSubImage(Int, const RangeTypeFor<dimensions, Int>&, CompressedBufferImage&, BufferUsage)
* for more information.
* @requires_gl45 Extension @gl_extension{ARB,get_texture_sub_image}
* @requires_gl42 Extension @gl_extension{ARB,compressed_texture_pixel_storage}
* for non-default @ref CompressedPixelStorage
* @requires_gl43 Extension @gl_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<dimensions+1, Int>& range, CompressedBufferImage<dimensions+1>& image, BufferUsage usage) {
AbstractTexture::compressedSubImage<dimensions+1>(level, range, image, usage);
}
/** @overload
*
* Convenience alternative to the above, example usage:
*
* @snippet MagnumGL.cpp TextureArray-compressedSubImage2
*/
CompressedBufferImage<dimensions+1> compressedSubImage(Int level, const RangeTypeFor<dimensions+1, Int>& range, CompressedBufferImage<dimensions+1>&& image, BufferUsage usage);
#endif
/**
* @brief @copybrief Texture::setImage()
* @return Reference to self (for method chaining)
*
* Behavior equivalent to @ref Texture::setImage(), see its
* documentation for more information. Any set of @ref ImageFlags is
* allowed in @p image --- e.g., it's possible to upload an image not
* marked as an array to an array texture.
* @see @ref maxSize()
* @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage()
* instead.
*/
TextureArray<dimensions>& setImage(Int level, TextureFormat internalFormat, const BasicImageView<dimensions+1>& image) {
DataHelper<dimensions+1>::setImage(*this, level, internalFormat, image);
return *this;
}
/** @overload
* @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage()
* instead.
*/
TextureArray<dimensions>& setImage(Int level, TextureFormat internalFormat, BufferImage<dimensions+1>& image) {
DataHelper<dimensions+1>::setImage(*this, level, internalFormat, image);
return *this;
}
/** @overload
* @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage()
* instead.
*/
TextureArray<dimensions>& setImage(Int level, TextureFormat internalFormat, BufferImage<dimensions+1>&& image) {
return setImage(level, internalFormat, image);
}
/**
* @brief @copybrief Texture::setCompressedImage()
* @return Reference to self (for method chaining)
*
* Behavior equivalent to @ref Texture::setCompressedImage(), see its
* documentation for more information. Any set of @ref ImageFlags is
* allowed in @p image --- e.g., it's possible to upload an image not
* marked as an array to an array texture.
* @see @ref maxSize()
* @requires_gl42 Extension @gl_extension{ARB,compressed_texture_pixel_storage}
* for non-default @ref CompressedPixelStorage
* @requires_gl Non-default @ref CompressedPixelStorage is not
* available in OpenGL ES and WebGL.
* @deprecated_gl Prefer to use @ref setStorage() and
* @ref setCompressedSubImage() instead.
*/
TextureArray<dimensions>& setCompressedImage(Int level, const BasicCompressedImageView<dimensions+1>& image) {
DataHelper<dimensions+1>::setCompressedImage(*this, level, image);
return *this;
}
/** @overload
* @requires_gl42 Extension @gl_extension{ARB,compressed_texture_pixel_storage}
* for non-default @ref CompressedPixelStorage
* @requires_gl Non-default @ref CompressedPixelStorage is not
* available in OpenGL ES and WebGL.
* @deprecated_gl Prefer to use @ref setStorage() and
* @ref setCompressedSubImage() instead.
*/
TextureArray<dimensions>& setCompressedImage(Int level, CompressedBufferImage<dimensions+1>& image) {
DataHelper<dimensions+1>::setCompressedImage(*this, level, image);
return *this;
}
/** @overload
* @requires_gl42 Extension @gl_extension{ARB,compressed_texture_pixel_storage}
* for non-default @ref CompressedPixelStorage
* @requires_gl Non-default @ref CompressedPixelStorage is not
* available in OpenGL ES and WebGL.
* @deprecated_gl Prefer to use @ref setStorage() and
* @ref setCompressedSubImage() instead.
*/
TextureArray<dimensions>& setCompressedImage(Int level, CompressedBufferImage<dimensions+1>&& 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 @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is
* not available, the texture is bound before the operation (if not
* already).
*
* Any set of @ref ImageFlags is allowed in @p image --- e.g., it's
* possible to upload an image not marked as an array to an array
* texture.
* @see @ref setStorage(), @fn_gl{PixelStore}, then
* @fn_gl2_keyword{TextureSubImage2D,TexSubImage2D}/
* @fn_gl2_keyword{TextureSubImage3D,TexSubImage3D},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl_keyword{TexSubImage2D} / @fn_gl_keyword{TexSubImage3D}
*/
TextureArray<dimensions>& setSubImage(Int level, const VectorTypeFor<dimensions+1, Int>& offset, const BasicImageView<dimensions+1>& image) {
DataHelper<dimensions+1>::setSubImage(*this, level, offset, image);
return *this;
}
/** @overload */
TextureArray<dimensions>& setSubImage(Int level, const VectorTypeFor<dimensions+1, Int>& offset, BufferImage<dimensions+1>& image) {
DataHelper<dimensions+1>::setSubImage(*this, level, offset, image);
return *this;
}
/** @overload */
TextureArray<dimensions>& setSubImage(Int level, const VectorTypeFor<dimensions+1, Int>& offset, BufferImage<dimensions+1>&& 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 @gl_extension{ARB,direct_state_access} (part of OpenGL 4.5) is
* not available, the texture is bound before the operation (if not
* already).
*
* Any set of @ref ImageFlags is allowed in @p image --- e.g., it's
* possible to upload an image not marked as an array to an array
* texture.
* @see @ref setStorage(), @fn_gl{PixelStore}, then
* @fn_gl2_keyword{CompressedTextureSubImage2D,CompressedTexSubImage2D}/
* @fn_gl2_keyword{CompressedTextureSubImage3D,CompressedTexSubImage3D},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl_keyword{CompressedTexSubImage2D} / @fn_gl_keyword{CompressedTexSubImage3D}
* @requires_gl42 Extension @gl_extension{ARB,compressed_texture_pixel_storage}
* for non-default @ref CompressedPixelStorage
* @requires_gl Non-default @ref CompressedPixelStorage is not
* available in OpenGL ES and WebGL.
*/
TextureArray<dimensions>& setCompressedSubImage(Int level, const VectorTypeFor<dimensions+1, Int>& offset, const BasicCompressedImageView<dimensions+1>& image) {
DataHelper<dimensions+1>::setCompressedSubImage(*this, level, offset, image);
return *this;
}
/** @overload
* @requires_gl42 Extension @gl_extension{ARB,compressed_texture_pixel_storage}
* for non-default @ref CompressedPixelStorage
* @requires_gl Non-default @ref CompressedPixelStorage is not
* available in OpenGL ES and WebGL.
*/
TextureArray<dimensions>& setCompressedSubImage(Int level, const VectorTypeFor<dimensions+1, Int>& offset, CompressedBufferImage<dimensions+1>& image) {
DataHelper<dimensions+1>::setCompressedSubImage(*this, level, offset, image);
return *this;
}
/** @overload
* @requires_gl42 Extension @gl_extension{ARB,compressed_texture_pixel_storage}
* for non-default @ref CompressedPixelStorage
* @requires_gl Non-default @ref CompressedPixelStorage is not
* available in OpenGL ES and WebGL.
*/
TextureArray<dimensions>& setCompressedSubImage(Int level, const VectorTypeFor<dimensions+1, Int>& offset, CompressedBufferImage<dimensions+1>&& 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 @gl_extension{ARB,framebuffer_object}
*/
TextureArray<dimensions>& 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<dimensions+1, Int>& offset, const VectorTypeFor<dimensions+1, Int>& size) {
DataHelper<dimensions+1>::invalidateSubImage(*this, level, offset, size);
}
/* Overloads to remove WTF-factor from method chaining order */
#if !defined(DOXYGEN_GENERATING_OUTPUT) && !defined(MAGNUM_TARGET_WEBGL)
TextureArray<dimensions>& setLabel(Containers::StringView label);
#endif
private:
explicit TextureArray(GLuint id, ObjectFlags flags): AbstractTexture{id, Implementation::textureArrayTarget<dimensions>(), flags} {}
};
#ifndef MAGNUM_TARGET_GLES
/**
@brief One-dimensional texture array
@requires_gl30 Extension @gl_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 @gl_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