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200 lines
7.4 KiB
200 lines
7.4 KiB
#ifndef Magnum_CubeMapTexture_h |
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#define Magnum_CubeMapTexture_h |
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/* |
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
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This file is part of Magnum. |
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Magnum is free software: you can redistribute it and/or modify |
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it under the terms of the GNU Lesser General Public License version 3 |
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only, as published by the Free Software Foundation. |
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Magnum is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License version 3 for more details. |
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*/ |
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/** @file |
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* @brief Class Magnum::CubeMapTexture |
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*/ |
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#include "AbstractTexture.h" |
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namespace Magnum { |
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/** |
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@brief Cube map texture |
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%Texture used mainly for environment maps. It consists of 6 square textures |
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generating 6 faces of the cube as following. Note that all images must be |
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turned upside down (+Y is top): |
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+----+ |
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| -Y | |
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+----+----+----+----+ |
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| -Z | -X | +Z | +X | |
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+----+----+----+----+ |
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| +Y | |
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+----+ |
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@section CubeMapTexture-usage Basic usage |
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See Texture documentation for introduction. |
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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. set of Image objects: |
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@code |
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Image2D positiveX({256, 256}, Image2D::Components::RGBA, Image2D::ComponentType::UnsignedByte, dataPositiveX); |
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// ... |
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CubeMapTexture texture; |
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texture.setMagnificationFilter(Texture2D::Filter::Linear) |
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// ... |
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->setStorage(Math::log2(256)+1, Texture2D::Format::RGBA8, {256, 256}) |
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->setSubImage(CubeMapTexture::Coordinate::PositiveX, 0, {}, &positiveX) |
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->setSubImage(CubeMapTexture::Coordinate::NegativeX, 0, {}, &negativeX) |
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// ... |
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@endcode |
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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 `samplerCube`. Unlike in classic textures, coordinates for |
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cube map textures is signed three-part vector from the center of the cube, |
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which intersects one of the six sides of the cube map. See also |
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AbstractShaderProgram for more information. |
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@see CubeMapTextureArray |
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*/ |
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class CubeMapTexture: public AbstractTexture { |
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public: |
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/** @brief Cube map coordinate */ |
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enum Coordinate: GLenum { |
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PositiveX = GL_TEXTURE_CUBE_MAP_POSITIVE_X, /**< +X cube side */ |
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NegativeX = GL_TEXTURE_CUBE_MAP_NEGATIVE_X, /**< -X cube side */ |
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PositiveY = GL_TEXTURE_CUBE_MAP_POSITIVE_Y, /**< +Y cube side */ |
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NegativeY = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, /**< -Y cube side */ |
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PositiveZ = GL_TEXTURE_CUBE_MAP_POSITIVE_Z, /**< +Z cube side */ |
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NegativeZ = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z /**< -Z cube side */ |
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}; |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* @brief Enable/disable seamless cube map textures |
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* |
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* Initially disabled on desktop OpenGL. |
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* @see @fn_gl{Enable}/@fn_gl{Disable} with @def_gl{TEXTURE_CUBE_MAP_SEAMLESS} |
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* @requires_gl32 %Extension @extension{ARB,seamless_cube_map} |
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* @requires_gl Not available in OpenGL ES 2.0, always enabled in |
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* OpenGL ES 3.0. |
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*/ |
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inline static void setSeamless(bool enabled) { |
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enabled ? glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS) : glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS); |
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} |
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#endif |
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/** |
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* @brief Constructor |
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* |
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* Creates one cube map OpenGL texture. |
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* @see @fn_gl{GenTextures} with @def_gl{TEXTURE_CUBE_MAP} |
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*/ |
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inline explicit CubeMapTexture(): AbstractTexture(GL_TEXTURE_CUBE_MAP) {} |
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/** |
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* @brief Set wrapping |
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* |
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* See Texture::setWrapping() for more information. |
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*/ |
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inline CubeMapTexture* setWrapping(const Array3D<Wrapping>& wrapping) { |
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DataHelper<3>::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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* |
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* See Texture::setStorage() for more information. |
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*/ |
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inline CubeMapTexture* setStorage(GLsizei levels, InternalFormat internalFormat, const Vector2i& size) { |
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DataHelper<2>::setStorage(this, _target, levels, internalFormat, size); |
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return this; |
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} |
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/** |
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* @brief Set image data |
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* @param coordinate Coordinate |
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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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* See Texture::setImage() for more information. |
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*/ |
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template<class Image> inline CubeMapTexture* setImage(Coordinate coordinate, GLint level, InternalFormat internalFormat, Image* image) { |
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DataHelper<2>::set(this, static_cast<GLenum>(coordinate), 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 coordinate Coordinate |
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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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* See Texture::setSubImage() for more information. |
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*/ |
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template<class Image> inline CubeMapTexture* setSubImage(Coordinate coordinate, GLint level, const Vector2i& offset, const Image* image) { |
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DataHelper<2>::setSub(this, static_cast<GLenum>(coordinate), level, offset, image); |
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return this; |
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} |
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/** |
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* @brief Invalidate texture subimage |
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* @param level Mip level |
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* @param offset Offset into the texture |
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* @param size Size of invalidated data |
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* |
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* Z coordinate is equivalent to number of texture face, i.e. |
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* @ref Coordinate "Coordinate::PositiveX" is `0` and so on, in the |
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* same order as in the enum. |
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* |
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* See Texture::invalidateSubImage() for more information. |
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*/ |
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inline void invalidateSubImage(GLint level, const Vector3i& offset, const Vector3i& size) { |
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DataHelper<3>::invalidateSub(this, level, offset, size); |
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} |
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/* Overloads to remove WTF-factor from method chaining order */ |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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inline CubeMapTexture* setMinificationFilter(Filter filter, Mipmap mipmap = Mipmap::BaseLevel) { |
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AbstractTexture::setMinificationFilter(filter, mipmap); |
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return this; |
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} |
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inline CubeMapTexture* setMagnificationFilter(Filter filter) { |
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AbstractTexture::setMagnificationFilter(filter); |
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return this; |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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inline CubeMapTexture* setBorderColor(const Color4<>& color) { |
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AbstractTexture::setBorderColor(color); |
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return this; |
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} |
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#endif |
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inline CubeMapTexture* setMaxAnisotropy(GLfloat anisotropy) { |
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AbstractTexture::setMaxAnisotropy(anisotropy); |
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return this; |
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} |
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inline CubeMapTexture* generateMipmap() { |
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AbstractTexture::generateMipmap(); |
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return this; |
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} |
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#endif |
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}; |
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} |
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#endif
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