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512 lines
19 KiB
512 lines
19 KiB
#ifndef Magnum_CubeMapTextureArray_h |
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#define Magnum_CubeMapTextureArray_h |
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/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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#ifndef MAGNUM_TARGET_GLES |
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/** @file |
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* @brief Class @ref Magnum::CubeMapTextureArray |
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*/ |
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#endif |
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#include "Magnum/AbstractTexture.h" |
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#include "Magnum/Array.h" |
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#include "Magnum/Math/Vector3.h" |
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#ifndef MAGNUM_TARGET_GLES |
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namespace Magnum { |
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/** |
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@brief Cube map texture array |
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See @ref CubeMapTexture documentation for introduction. |
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## Usage |
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See @ref Texture documentation for introduction. |
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Common usage is to specify each layer and face separately using @ref setSubImage(). |
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You have to allocate the memory for all layers and faces first by calling |
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@ref setStorage(). Example: array with 4 layers of cube maps, each cube map |
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consisting of six 64x64 images, i.e. 24 layers total: |
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@code |
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CubeMapTextureArray texture; |
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texture.setMagnificationFilter(Sampler::Filter::Linear) |
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// ... |
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.setStorage(Math::log2(64)+1, TextureFormat::RGBA8, {64, 64, 24}); |
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for(std::size_t i = 0; i != 4; i += 6) { |
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Image3D imagePositiveX(ColorFormat::RGBA, ColorType::UnsignedByte, {64, 64, 1}, data); |
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// ... |
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texture.setSubImage(0, Vector3i::zAxis(i+0), imagePositiveX); |
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texture.setSubImage(0, Vector3i::zAxis(i+1), imageNegativeX); |
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texture.setSubImage(0, Vector3i::zAxis(i+2), imagePositiveY); |
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// ... |
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} |
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texture.generateMipmap(); |
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@endcode |
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In shader, the texture is used via `samplerCubeArray`, `samplerCubeArrayShadow`, |
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`isamplerCubeArray` or `usamplerCubeArray`. Unlike in classic textures, |
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coordinates for cube map texture arrays is signed four-part vector. First three |
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parts define vector from the center of the cube which intersects with one of |
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the six sides of the cube map, fourth part is layer in the array. See |
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@ref AbstractShaderProgram for more information about usage in shaders. |
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@see @ref Renderer::Feature::SeamlessCubeMapTexture, @ref CubeMapTexture, |
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@ref Texture, @ref TextureArray, @ref RectangleTexture, @ref BufferTexture, |
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@ref MultisampleTexture |
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@requires_gl40 Extension @extension{ARB,texture_cube_map_array} |
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@requires_gl Cube map texture arrays are not available in OpenGL ES. |
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*/ |
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class MAGNUM_EXPORT CubeMapTextureArray: public AbstractTexture { |
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public: |
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/** |
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* @brief Constructor |
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* |
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* Creates new OpenGL texture object. If @extension{ARB,direct_state_access} |
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* (part of OpenGL 4.5) is not supported, the texture is created on |
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* first use. |
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* @see @fn_gl{CreateTextures} with @def_gl{TEXTURE_CUBE_MAP_ARRAY}, |
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* eventually @fn_gl{GenTextures} |
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*/ |
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explicit CubeMapTextureArray(): AbstractTexture(GL_TEXTURE_CUBE_MAP_ARRAY) {} |
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/** |
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* @brief Max supported size of one side of cube map texture array |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If @extension{ARB,texture_cube_map_array} (part of |
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* OpenGL 4.0) is not available, returns zero vector. |
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* @see @fn_gl{Get} with @def_gl{MAX_CUBE_MAP_TEXTURE_SIZE} and |
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* @def_gl{MAX_ARRAY_TEXTURE_LAYERS} |
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*/ |
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static Vector3i maxSize(); |
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/** |
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* @copybrief Texture::setBaseLevel() |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setBaseLevel() for more information. |
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*/ |
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CubeMapTextureArray& setBaseLevel(Int level) { |
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AbstractTexture::setBaseLevel(level); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::setMaxLevel() |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setMaxLevel() for more information. |
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*/ |
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CubeMapTextureArray& setMaxLevel(Int level) { |
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AbstractTexture::setMaxLevel(level); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::setMinificationFilter() |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setMinificationFilter() for more information. |
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*/ |
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CubeMapTextureArray& setMinificationFilter(Sampler::Filter filter, Sampler::Mipmap mipmap = Sampler::Mipmap::Base) { |
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AbstractTexture::setMinificationFilter(filter, mipmap); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::setMagnificationFilter() |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setMagnificationFilter() for more information. |
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*/ |
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CubeMapTextureArray& setMagnificationFilter(Sampler::Filter filter) { |
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AbstractTexture::setMagnificationFilter(filter); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::setMinLod() |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setMinLod() for more information. |
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*/ |
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CubeMapTextureArray& setMinLod(Float lod) { |
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AbstractTexture::setMinLod(lod); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::setMaxLod() |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setMaxLod() for more information. |
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*/ |
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CubeMapTextureArray& setMaxLod(Float lod) { |
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AbstractTexture::setMaxLod(lod); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::setLodBias() |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setLodBias() for more information. |
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*/ |
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CubeMapTextureArray& setLodBias(Float bias) { |
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AbstractTexture::setLodBias(bias); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::setWrapping() |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setWrapping() for more information. |
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*/ |
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CubeMapTextureArray& setWrapping(const Array3D<Sampler::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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* @copybrief Texture::setBorderColor(const Color4&) |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setBorderColor(const Color4&) for more |
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* information. |
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*/ |
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CubeMapTextureArray& 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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/** |
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* @copybrief Texture::setBorderColor(const Vector4ui&) |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setBorderColor(const Vector4ui&) for more |
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* information. |
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* @requires_gl30 Extension @extension{EXT,texture_integer} |
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*/ |
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CubeMapTextureArray& setBorderColor(const Vector4ui& color) { |
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AbstractTexture::setBorderColor(color); |
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return *this; |
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} |
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/** @overload |
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* @requires_gl30 Extension @extension{EXT,texture_integer} |
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*/ |
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CubeMapTextureArray& setBorderColor(const Vector4i& color) { |
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AbstractTexture::setBorderColor(color); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::setMaxAnisotropy() |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setMaxAnisotropy() for more information. |
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*/ |
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CubeMapTextureArray& setMaxAnisotropy(Float anisotropy) { |
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AbstractTexture::setMaxAnisotropy(anisotropy); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::setSRGBDecode() |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setSRGBDecode() for more information. |
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* @requires_extension Extension @extension{EXT,texture_sRGB_decode} |
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*/ |
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CubeMapTextureArray& setSRGBDecode(bool decode) { |
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AbstractTexture::setSRGBDecode(decode); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::setSwizzle() |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setSwizzle() for more information. |
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* @requires_gl33 Extension @extension{ARB,texture_swizzle} |
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*/ |
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template<char r, char g, char b, char a> CubeMapTextureArray& setSwizzle() { |
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AbstractTexture::setSwizzle<r, g, b, a>(); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::setCompareMode() |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setCompareMode() for more information. |
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*/ |
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CubeMapTextureArray& setCompareMode(Sampler::CompareMode mode) { |
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AbstractTexture::setCompareMode(mode); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::setCompareFunction() |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setCompareFunction() for more information. |
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*/ |
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CubeMapTextureArray& setCompareFunction(Sampler::CompareFunction function) { |
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AbstractTexture::setCompareFunction(function); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::setDepthStencilMode() |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::setDepthStencilMode() for more information. |
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* @requires_gl43 Extension @extension{ARB,stencil_texturing} |
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*/ |
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CubeMapTextureArray& setDepthStencilMode(Sampler::DepthStencilMode mode) { |
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AbstractTexture::setDepthStencilMode(mode); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::setStorage() |
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* @return Reference to self (for method chaining) |
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* |
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* Z coordinate of @p size must be multiple of 6. |
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* |
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* See @ref Texture::setStorage() for more information. |
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* @see @ref maxSize() |
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*/ |
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CubeMapTextureArray& setStorage(Int levels, TextureFormat internalFormat, const Vector3i& size) { |
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DataHelper<3>::setStorage(*this, levels, internalFormat, size); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::imageSize() |
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* |
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* See @ref Texture::imageSize() for more information. |
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*/ |
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Vector3i imageSize(Int level) { |
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return DataHelper<3>::imageSize(*this, level); |
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} |
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/** |
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* @copybrief Texture::image(Int, Image&) |
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* |
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* See @ref Texture::image(Int, Image&) for more information. |
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*/ |
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void image(Int level, Image3D& image) { |
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AbstractTexture::image<3>(level, image); |
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} |
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/** @overload |
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* |
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* Convenience alternative to the above, example usage: |
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* @code |
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* Image3D image = texture.image(0, {ColorFormat::RGBA, ColorType::UnsignedByte}); |
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* @endcode |
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*/ |
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Image3D image(Int level, Image3D&& image); |
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/** |
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* @copybrief Texture::image(Int, BufferImage&, BufferUsage) |
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* |
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* See @ref Texture::image(Int, BufferImage&, BufferUsage) for more |
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* information. |
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*/ |
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void image(Int level, BufferImage3D& image, BufferUsage usage) { |
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AbstractTexture::image<3>(level, image, usage); |
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} |
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/** @overload |
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* |
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* Convenience alternative to the above, example usage: |
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* @code |
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* BufferImage3D image = texture.image(0, {ColorFormat::RGBA, ColorType::UnsignedByte}, BufferUsage::StaticRead); |
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* @endcode |
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*/ |
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BufferImage3D image(Int level, BufferImage3D&& image, BufferUsage usage); |
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/** |
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* @copybrief Texture::subImage(Int, const RangeTypeFor<dimensions, Int>&, Image&) |
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* |
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* See @ref Texture::subImage(Int, const RangeTypeFor<dimensions, Int>&, Image&) |
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* for more information. |
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* @requires_gl45 Extension @extension{ARB,get_texture_sub_image} |
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*/ |
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void subImage(Int level, const Range3Di& range, Image3D& image) { |
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AbstractTexture::subImage<3>(level, range, image); |
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} |
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/** @overload |
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* |
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* Convenience alternative to the above, example usage: |
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* @code |
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* Image3D image = texture.subImage(0, range, {ColorFormat::RGBA, ColorType::UnsignedByte}); |
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* @endcode |
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*/ |
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Image3D subImage(Int level, const Range3Di& range, Image3D&& image); |
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/** |
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* @copybrief Texture::subImage(Int, const RangeTypeFor<dimensions, Int>&, BufferImage&, BufferUsage) |
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* |
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* See @ref Texture::subImage(Int, const RangeTypeFor<dimensions, Int>&, BufferImage&, BufferUsage) |
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* for more information. |
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* @requires_gl45 Extension @extension{ARB,get_texture_sub_image} |
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*/ |
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void subImage(Int level, const Range3Di& range, BufferImage3D& image, BufferUsage usage) { |
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AbstractTexture::subImage<3>(level, range, image, usage); |
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} |
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/** @overload |
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* |
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* Convenience alternative to the above, example usage: |
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* @code |
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* BufferImage3D image = texture.subImage(0, range, {ColorFormat::RGBA, ColorType::UnsignedByte}, BufferUsage::StaticRead); |
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* @endcode |
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*/ |
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BufferImage3D subImage(Int level, const Range3Di& range, BufferImage3D&& image, BufferUsage usage); |
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/** |
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* @copybrief Texture::setImage() |
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* @return Reference to self (for method chaining) |
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* |
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* Sets texture image data from three-dimensional image for all cube |
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* faces for all layers. Each group of 6 2D images is one cube map |
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* layer, thus Z coordinate of @p image size must be multiple of 6. The |
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* images are in order of (+X, -X, +Y, -Y, +Z, -Z). |
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* |
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* See @ref Texture::setImage() for more information. |
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* @see @ref maxSize() |
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* @deprecated_gl Prefer to use @ref Magnum::CubeMapTextureArray::setStorage() "setStorage()" |
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* and @ref Magnum::CubeMapTextureArray::setSubImage() "setSubImage()" |
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* instead. |
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*/ |
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CubeMapTextureArray& setImage(Int level, TextureFormat internalFormat, const ImageReference3D& image) { |
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DataHelper<3>::setImage(*this, level, internalFormat, image); |
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return *this; |
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} |
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/** @overload |
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* @deprecated_gl Prefer to use @ref Magnum::CubeMapTextureArray::setStorage() "setStorage()" |
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* and @ref Magnum::CubeMapTextureArray::setSubImage() "setSubImage()" |
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* instead. |
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*/ |
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CubeMapTextureArray& setImage(Int level, TextureFormat internalFormat, BufferImage3D& image) { |
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DataHelper<3>::setImage(*this, level, internalFormat, image); |
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return *this; |
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} |
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/** @overload |
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* @deprecated_gl Prefer to use @ref Magnum::CubeMapTextureArray::setStorage() "setStorage()" |
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* and @ref Magnum::CubeMapTextureArray::setSubImage() "setSubImage()" |
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* instead. |
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*/ |
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CubeMapTextureArray& setImage(Int level, TextureFormat internalFormat, BufferImage3D&& image) { |
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return setImage(level, internalFormat, image); |
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} |
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/** |
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* @copybrief Texture::setSubImage() |
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* @return Reference to self (for method chaining) |
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* |
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* Z coordinate is equivalent to layer * 6 + number of texture face, |
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* i.e. +X is `0` and so on, in order of (+X, -X, +Y, -Y, +Z, -Z). |
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* |
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* See @ref Texture::setSubImage() for more information. |
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*/ |
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CubeMapTextureArray& setSubImage(Int level, const Vector3i& offset, const ImageReference3D& image) { |
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DataHelper<3>::setSubImage(*this, level, offset, image); |
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return *this; |
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} |
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/** @overload */ |
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CubeMapTextureArray& setSubImage(Int level, const Vector3i& offset, BufferImage3D& image) { |
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DataHelper<3>::setSubImage(*this, level, offset, image); |
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return *this; |
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} |
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/** @overload */ |
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CubeMapTextureArray& setSubImage(Int level, const Vector3i& offset, BufferImage3D&& image) { |
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return setSubImage(level, offset, image); |
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} |
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/** |
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* @copybrief Texture::generateMipmap() |
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* @return Reference to self (for method chaining) |
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* |
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* See @ref Texture::generateMipmap() for more information. |
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* @requires_gl30 Extension @extension{ARB,framebuffer_object} |
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*/ |
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CubeMapTextureArray& generateMipmap() { |
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AbstractTexture::generateMipmap(); |
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return *this; |
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} |
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/** |
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* @copybrief Texture::invalidateImage() |
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* |
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* See @ref Texture::invalidateImage() for more information. |
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*/ |
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void invalidateImage(Int level) { AbstractTexture::invalidateImage(level); } |
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/** |
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* @copybrief Texture::invalidateSubImage() |
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* |
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* Z coordinate is equivalent to layer * 6 + number of texture face, |
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* i.e. +X is `0` and so on, in order of (+X, -X, +Y, -Y, +Z, -Z). |
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* |
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* See @ref Texture::invalidateSubImage() for more information. |
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*/ |
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void invalidateSubImage(Int level, const Vector3i& offset, const Vector3i& size) { |
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DataHelper<3>::invalidateSubImage(*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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CubeMapTextureArray& setLabel(const std::string& label) { |
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AbstractTexture::setLabel(label); |
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return *this; |
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} |
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template<std::size_t size> CubeMapTextureArray& setLabel(const char(&label)[size]) { |
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AbstractTexture::setLabel<size>(label); |
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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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#else |
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#error this header is available only on desktop OpenGL build |
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#endif |
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#endif
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