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#ifndef Magnum_Texture_h
#define Magnum_Texture_h
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015
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.
*/
/** @file
* @brief Class @ref Magnum::Texture, typedef @ref Magnum::Texture1D, @ref Magnum::Texture2D, @ref Magnum::Texture3D
*/
#include <Corrade/Utility/Macros.h>
#include "Magnum/AbstractTexture.h"
#include "Magnum/Array.h"
#include "Magnum/DimensionTraits.h"
#include "Magnum/Math/Vector3.h"
namespace Magnum {
namespace Implementation {
template<UnsignedInt> constexpr GLenum textureTarget();
#ifndef MAGNUM_TARGET_GLES
template<> constexpr GLenum textureTarget<1>() { return GL_TEXTURE_1D; }
#endif
template<> constexpr GLenum textureTarget<2>() { return GL_TEXTURE_2D; }
template<> constexpr GLenum textureTarget<3>() {
#ifndef MAGNUM_TARGET_GLES2
return GL_TEXTURE_3D;
#else
return GL_TEXTURE_3D_OES;
#endif
}
template<UnsignedInt dimensions> VectorTypeFor<dimensions, Int> maxTextureSize();
template<> MAGNUM_EXPORT Vector3i maxTextureSize<3>();
}
/**
@brief Texture
Template class for one- to three-dimensional textures. See also
@ref AbstractTexture documentation for more information.
## Usage
Common usage is to fully configure all texture parameters and then set the
data from e.g. @ref Image. Example configuration of high quality texture with
trilinear anisotropic filtering, i.e. the best you can ask for:
@code
Image2D image(ColorFormat::RGBA, ColorType::UnsignedByte, {4096, 4096}, data);
Texture2D texture;
texture.setMagnificationFilter(Sampler::Filter::Linear)
.setMinificationFilter(Sampler::Filter::Linear, Sampler::Mipmap::Linear)
.setWrapping(Sampler::Wrapping::ClampToEdge)
.setMaxAnisotropy(Sampler::maxMaxAnisotropy())
.setStorage(Math::log2(4096)+1, TextureFormat::RGBA8, {4096, 4096})
.setSubImage(0, {}, image)
.generateMipmap();
@endcode
@attention Note that default configuration is to use mipmaps. Be sure to either
reduce mip level count using @ref setBaseLevel() and @ref setMaxLevel(),
explicitly allocate all mip levels using @ref setStorage(), call
@ref generateMipmap() after uploading the base level to generate the rest
of the mip chain or call @ref setMinificationFilter() with another value to
disable mipmapping.
In shader, the texture is used via `sampler1D`/`sampler2D`/`sampler3D`,
`sampler1DShadow`/`sampler2DShadow`/`sampler3DShadow`,
`isampler1D`/`isampler2D`/`isampler3D` or `usampler1D`/`usampler2D`/`usampler3D`.
See @ref AbstractShaderProgram documentation for more information about usage
in shaders.
@see @ref Texture1D, @ref Texture2D, @ref Texture3D, @ref TextureArray,
@ref CubeMapTexture, @ref CubeMapTextureArray, @ref RectangleTexture,
@ref BufferTexture, @ref MultisampleTexture
@requires_gles30 Extension @es_extension{OES,texture_3D} for 3D textures in
OpenGL ES 2.0
@requires_gl 1D textures are not available in OpenGL ES, only 2D and 3D ones.
*/
template<UnsignedInt dimensions> class Texture: public AbstractTexture {
public:
static const UnsignedInt Dimensions = dimensions; /**< @brief Texture dimension count */
#ifdef MAGNUM_BUILD_DEPRECATED
/**
* @brief Texture target
*
* @deprecated Use dedicated classes instead, see documentation of
* particular enum value for more information.
*/
#ifdef DOXYGEN_GENERATING_OUTPUT
enum class Target: GLenum {
/** @deprecated Used implicitly in @ref Magnum::Texture1D "Texture1D" class. */
Texture1D = GL_TEXTURE_1D,
/** @deprecated Used implicitly in @ref Magnum::Texture2D "Texture2D" class. */
Texture2D = GL_TEXTURE_2D,
/** @deprecated Used implicitly in @ref Magnum::Texture3D "Texture3D" class. */
Texture3D = GL_TEXTURE_3D,
/** @deprecated Use @ref Magnum::Texture1DArray "Texture1DArray" class instead. */
Texture1DArray = GL_TEXTURE_1D_ARRAY,
/** @deprecated Use @ref Magnum::Texture2DArray "Texture2DArray" class instead. */
Texture2DArray = GL_TEXTURE_2D_ARRAY,
/** @deprecated Use @ref Magnum::MultisampleTexture2D "MultisampleTexture2D" class instead. */
Texture2DMultisample = GL_TEXTURE_2D_MULTISAMPLE,
/** @deprecated Use @ref Magnum::MultisampleTexture2DArray "MultisampleTexture2DArray" class instead. */
Texture2DMultisampleArray = GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
/** @deprecated Use @ref Magnum::RectangleTexture "RectangleTexture" class instead. */
Rectangle = GL_TEXTURE_RECTANGLE
};
#else
typedef typename DataHelper<Dimensions>::Target Target;
#endif
#endif
/**
* @brief Max supported texture size
*
* The result is cached, repeated queries don't result in repeated
* OpenGL calls. For 3D textures in OpenGL ES 2.0, if
* @es_extension{OES,texture_3D} extension is not available, returns
* zero vector.
* @see @fn_gl{Get} with @def_gl{MAX_TEXTURE_SIZE},
* @def_gl{MAX_3D_TEXTURE_SIZE}
*/
static VectorTypeFor<dimensions, Int> maxSize() {
return Implementation::maxTextureSize<dimensions>();
}
/**
* @brief Constructor
*
* Creates new OpenGL texture object. If @extension{ARB,direct_state_access}
* (part of OpenGL 4.5) is not supported, the texture is created on
* first use.
* @see @fn_gl{CreateTextures} with @def_gl{TEXTURE_1D},
* @def_gl{TEXTURE_2D} or @def_gl{TEXTURE_3D}, eventually
* @fn_gl{GenTextures}
*/
explicit Texture(): AbstractTexture(Implementation::textureTarget<dimensions>()) {}
#ifdef MAGNUM_BUILD_DEPRECATED
/** @copybrief Texture()
* @deprecated Use the parameterless @ref Magnum::Texture::Texture() "Texture()"
* constructor or dedicated @ref Magnum::TextureArray "TextureArray",
* @ref Magnum::MultisampleTexture "MultisampleTexture",
* @ref Magnum::RectangleTexture "RectangleTexture" classes
* instead.
*/
explicit CORRADE_DEPRECATED("use the parameterless constructor or dedicated TextureArray, MultisampleTexture, RectangleTexture classes instead") Texture(Target target): AbstractTexture(GLenum(target)) {}
/** @brief Texture target
* @deprecated Use dedicated @ref Magnum::Texture "Texture",
* @ref Magnum::TextureArray "TextureArray",
* @ref Magnum::MultisampleTexture "MultisampleTexture",
* @ref Magnum::RectangleTexture "RectangleTexture" classes
* instead.
*/
constexpr CORRADE_DEPRECATED("use dedicated Texture, TextureArray, MultisampleTexture, RectangleTexture classes instead") Target target() const { return static_cast<Target>(_target); }
#endif
#ifndef MAGNUM_TARGET_GLES2
/**
* @brief Set base mip level
* @return Reference to self (for method chaining)
*
* Taken into account when generating mipmap using @ref generateMipmap()
* and when considering texture completeness when using mipmap
* filtering. If on OpenGL ES or neither @extension{ARB,direct_state_access}
* (part of OpenGL 4.5) nor @extension{EXT,direct_state_access} is
* available, the texture is bound before the operation (if not
* already). Initial value is `0`.
* @see @ref setMaxLevel(), @ref setMinificationFilter(),
* @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{TEXTURE_BASE_LEVEL}
* @requires_gles30 Base level is always `0` in OpenGL ES 2.0.
*/
Texture<dimensions>& setBaseLevel(Int level) {
AbstractTexture::setBaseLevel(level);
return *this;
}
#endif
/**
* @brief Set max mip level
* @return Reference to self (for method chaining)
*
* Taken into account when generating mipmap using @ref generateMipmap()
* and when considering texture completeness when using mipmap
* filtering. If on OpenGL ES or neither @extension{ARB,direct_state_access}
* (part of OpenGL 4.5) nor @extension{EXT,direct_state_access} is
* available, the texture is bound before the operation (if not
* already). Initial value is `1000`, which is clamped to count of
* levels specified when using @ref setStorage().
* @see @ref setBaseLevel(), @ref setMinificationFilter(),
* @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{TEXTURE_MAX_LEVEL}
* @requires_gles30 Extension @es_extension{APPLE,texture_max_level},
* otherwise the max level is always set to largest possible value
* in OpenGL ES 2.0.
*/
Texture<dimensions>& setMaxLevel(Int level) {
AbstractTexture::setMaxLevel(level);
return *this;
}
/**
* @brief Set minification filter
* @param filter Filter
* @param mipmap Mipmap filtering. If set to anything else than
* @ref Sampler::Mipmap::Base, make sure textures for all mip
* levels are set or call @ref generateMipmap().
* @return Reference to self (for method chaining)
*
* Sets filter used when the object pixel size is smaller than the
* texture size. If on OpenGL ES or neither @extension{ARB,direct_state_access}
* (part of OpenGL 4.5) nor @extension{EXT,direct_state_access} is
* available, the texture is bound before the operation (if not
* already). Initial value is {@ref Sampler::Filter::Nearest,
* @ref Sampler::Mipmap::Linear}.
* @see @ref setMagnificationFilter(), @ref setBaseLevel(),
* @ref setMaxLevel(), @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{TEXTURE_MIN_FILTER}
*/
Texture<dimensions>& setMinificationFilter(Sampler::Filter filter, Sampler::Mipmap mipmap = Sampler::Mipmap::Base) {
AbstractTexture::setMinificationFilter(filter, mipmap);
return *this;
}
/**
* @brief Set magnification filter
* @param filter Filter
* @return Reference to self (for method chaining)
*
* Sets filter used when the object pixel size is larger than largest
* texture size. If on OpenGL ES or neither @extension{ARB,direct_state_access}
* (part of OpenGL 4.5) nor @extension{EXT,direct_state_access} is
* available, the texture is bound before the operation (if not
* already). Initial value is @ref Sampler::Filter::Linear.
* @see @ref setMinificationFilter(), @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{TEXTURE_MAG_FILTER}
*/
Texture<dimensions>& setMagnificationFilter(Sampler::Filter filter) {
AbstractTexture::setMagnificationFilter(filter);
return *this;
}
#ifndef MAGNUM_TARGET_GLES2
/**
* @brief Set minimum level-of-detail parameter
* @return Reference to self (for method chaining)
*
* Limits selection of highest resolution mipmap. If on OpenGL ES or
* neither @extension{ARB,direct_state_access} (part of OpenGL 4.5) nor
* @extension{EXT,direct_state_access} is available, the texture is
* bound before the operation (if not already). Initial value is
* `-1000.0f`.
* @see @ref setMaxLod(), @ref setLodBias(), @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{TEXTURE_MIN_LOD}
* @requires_gles30 Texture LOD parameters are not available in OpenGL
* ES 2.0.
*/
Texture<dimensions>& setMinLod(Float lod) {
AbstractTexture::setMinLod(lod);
return *this;
}
/**
* @brief Set maximum level-of-detail parameter
* @return Reference to self (for method chaining)
*
* Limits selection of lowest resolution mipmap. If on OpenGL ES or
* neither @extension{ARB,direct_state_access} (part of OpenGL 4.5) nor
* @extension{EXT,direct_state_access} is available, the texture is
* bound before the operation (if not already). Initial value is
* `1000.0f`.
* @see @ref setMinLod(), @ref setLodBias(), @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{TEXTURE_MAX_LOD}
* @requires_gles30 Texture LOD parameters are not available in OpenGL
* ES 2.0.
*/
Texture<dimensions>& setMaxLod(Float lod) {
AbstractTexture::setMaxLod(lod);
return *this;
}
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Set level-of-detail bias
* @return Reference to self (for method chaining)
*
* Fixed bias value that is added to the level-of-detail parameter. If
* neither @extension{ARB,direct_state_access} (part of OpenGL 4.5) nor
* @extension{EXT,direct_state_access} is available, the texture is
* bound before the operation (if not already). Initial value is
* `0.0f`.
* @see @ref maxLodBias(), @ref setMinLod(), @ref setMaxLod(),
* @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{TEXTURE_LOD_BIAS}
* @requires_gl Texture LOD bias can be specified only directly in
* fragment shader in OpenGL ES.
*/
Texture<dimensions>& setLodBias(Float bias) {
AbstractTexture::setLodBias(bias);
return *this;
}
#endif
/**
* @brief Set wrapping
* @param wrapping Wrapping type for all texture dimensions
* @return Reference to self (for method chaining)
*
* Sets wrapping type for coordinates out of range @f$ [ 0.0, 1.0 ] @f$.
* If on OpenGL ES or neither @extension{ARB,direct_state_access} (part
* of OpenGL 4.5) nor @extension{EXT,direct_state_access} is available,
* the texture is bound before the operation (if not already). Initial
* value is @ref Sampler::Wrapping::Repeat.
* @see @ref setBorderColor(), @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{TEXTURE_WRAP_S},
* @def_gl{TEXTURE_WRAP_T}, @def_gl{TEXTURE_WRAP_R}
*/
Texture<dimensions>& setWrapping(const Array<dimensions, Sampler::Wrapping>& wrapping) {
DataHelper<dimensions>::setWrapping(*this, wrapping);
return *this;
}
/**
* @brief Set border color
* @return Reference to self (for method chaining)
*
* Border color when wrapping is set to @ref Sampler::Wrapping::ClampToBorder.
* If on OpenGL ES or neither @extension{ARB,direct_state_access} (part
* of OpenGL 4.5) nor @extension{EXT,direct_state_access} is available,
* the texture is bound before the operation (if not already). Initial
* value is `{0.0f, 0.0f, 0.0f, 0.0f}`.
* @see @ref setWrapping(), @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{TEXTURE_BORDER_COLOR}
* @requires_es_extension Extension @es_extension{NV,texture_border_clamp}
*/
Texture<dimensions>& setBorderColor(const Color4& color) {
AbstractTexture::setBorderColor(color);
return *this;
}
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Set border color for integer texture
* @return Reference to self (for method chaining)
*
* Border color for integer textures when wrapping is set to
* @ref Sampler::Wrapping::ClampToBorder. If neither
* @extension{ARB,direct_state_access} (part of OpenGL 4.5) nor
* @extension{EXT,direct_state_access} is available, the texture is
* bound before the operation (if not already). Initial value is
* `{0, 0, 0, 0}`.
* @see @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{TEXTURE_BORDER_COLOR}
* @requires_gl30 Extension @extension{EXT,texture_integer}
* @requires_gl Border is available only for float textures in OpenGL
* ES.
*/
Texture<dimensions>& setBorderColor(const Vector4ui& color) {
AbstractTexture::setBorderColor(color);
return *this;
}
/** @overload
* @requires_gl30 Extension @extension{EXT,texture_integer}
* @requires_gl Border is available only for float textures in OpenGL
* ES.
*/
Texture<dimensions>& setBorderColor(const Vector4i& color) {
AbstractTexture::setBorderColor(color);
return *this;
}
#endif
/**
* @brief Set max anisotropy
* @return Reference to self (for method chaining)
*
* Default value is `1.0f`, which means no anisotropy. Set to value
* greater than `1.0f` for anisotropic filtering. If extension
* @extension{EXT,texture_filter_anisotropic} (desktop or ES) is not
* available, this function does nothing. If on OpenGL ES or neither
* @extension{ARB,direct_state_access} (part of OpenGL 4.5) nor
* @extension{EXT,direct_state_access} is available, the texture is
* bound before the operation (if not already).
* @see @ref Sampler::maxMaxAnisotropy(), @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{TEXTURE_MAX_ANISOTROPY_EXT}
*/
Texture<dimensions>& setMaxAnisotropy(Float anisotropy) {
AbstractTexture::setMaxAnisotropy(anisotropy);
return *this;
}
/**
* @brief Set sRGB decoding
* @return Reference to self (for method chaining)
*
* Disables or reenables decoding of sRGB values. If on OpenGL ES or
* neither @extension{ARB,direct_state_access} (part of OpenGL 4.5) nor
* @extension{EXT,direct_state_access} is available, the texture is
* bound before the operation (if not already). Initial value is
* `true`.
* @see @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{TEXTURE_SRGB_DECODE_EXT}
* @requires_extension Extension @extension{EXT,texture_sRGB_decode}
* @requires_es_extension OpenGL ES 3.0 or extension
* @es_extension{EXT,sRGB} and
* @es_extension2{EXT,texture_sRGB_decode,texture_sRGB_decode}
*/
Texture<dimensions>& setSRGBDecode(bool decode) {
AbstractTexture::setSRGBDecode(decode);
return *this;
}
#ifndef MAGNUM_TARGET_GLES2
/**
* @brief Set component swizzle
* @return Reference to self (for method chaining)
*
* You can use letters `r`, `g`, `b`, `a` for addressing components or
* letters `0` and `1` for zero and one, similarly as in
* @ref Math::swizzle() function. Example usage:
* @code
* texture.setSwizzle<'b', 'g', 'r', '0'>();
* @endcode
* If on OpenGL ES or neither @extension{ARB,direct_state_access} (part
* of OpenGL 4.5) nor @extension{EXT,direct_state_access} is available,
* the texture is bound before the operation (if not already). Initial
* value is `rgba`.
* @see @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{TEXTURE_SWIZZLE_RGBA} (or
* @def_gl{TEXTURE_SWIZZLE_R}, @def_gl{TEXTURE_SWIZZLE_G},
* @def_gl{TEXTURE_SWIZZLE_B} and @def_gl{TEXTURE_SWIZZLE_A}
* separately in OpenGL ES)
* @requires_gl33 Extension @extension{ARB,texture_swizzle}
* @requires_gles30 Texture swizzle is not available in OpenGL ES 2.0.
*/
template<char r, char g, char b, char a> Texture<dimensions>& setSwizzle() {
AbstractTexture::setSwizzle<r, g, b, a>();
return *this;
}
#endif
/**
* @brief Set depth texture comparison mode
* @return Reference to self (for method chaining)
*
* If on OpenGL ES or neither @extension{ARB,direct_state_access} (part
* of OpenGL 4.5) nor @extension{EXT,direct_state_access} is available,
* the texture is bound before the operation (if not already). Initial
* value is @ref Sampler::CompareMode::None.
* @note Depth textures can be only 1D or 2D.
* @see @ref setCompareFunction(), @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{TEXTURE_COMPARE_MODE}
* @requires_gles30 Extension @es_extension{EXT,shadow_samplers}
*/
Texture<dimensions>& setCompareMode(Sampler::CompareMode mode) {
AbstractTexture::setCompareMode(mode);
return *this;
}
/**
* @brief Set depth texture comparison function
* @return Reference to self (for method chaining)
*
* Comparison operator used when comparison mode is set to
* @ref Sampler::CompareMode::CompareRefToTexture. If on OpenGL ES or
* neither @extension{ARB,direct_state_access} (part of OpenGL 4.5) nor
* @extension{EXT,direct_state_access} is available, the texture is
* bound before the operation (if not already). Initial value is
* @ref Sampler::CompareFunction::LessOrEqual.
* @note Depth textures can be only 1D or 2D.
* @see @ref setCompareMode(), @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{TEXTURE_COMPARE_FUNC}
* @requires_gles30 Extension @es_extension{EXT,shadow_samplers}
*/
Texture<dimensions>& setCompareFunction(Sampler::CompareFunction function) {
AbstractTexture::setCompareFunction(function);
return *this;
}
#ifndef MAGNUM_TARGET_GLES2
/**
* @brief Set depth/stencil texture mode
* @return Reference to self (for method chaining)
*
* Selects which component of packed depth/stencil texture is used for
* texturing. If on OpenGL ES or neither @extension{ARB,direct_state_access}
* (part of OpenGL 4.5) nor @extension{EXT,direct_state_access} is
* available, the texture is bound before the operation (if not
* already). Initial value is @ref Sampler::DepthStencilMode::DepthComponent.
* @note Depth textures can be only 1D or 2D.
* @see @fn_gl2{TextureParameter,TexParameter},
* @fn_gl_extension{TextureParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexParameter} with @def_gl{DEPTH_STENCIL_TEXTURE_MODE}
* @requires_gl43 Extension @extension{ARB,stencil_texturing}
* @requires_gles31 Stencil texturing is not available in OpenGL ES 3.0
* and older.
*/
Texture<dimensions>& setDepthStencilMode(Sampler::DepthStencilMode mode) {
AbstractTexture::setDepthStencilMode(mode);
return *this;
}
#endif
/**
* @brief Set storage
* @param levels Mip level count
* @param internalFormat Internal format
* @param size Size of largest mip level
* @return Reference to self (for method chaining)
*
* After calling this function the texture is immutable and calling
* @ref setStorage() or @ref setImage() is not allowed.
*
* If on OpenGL ES or neither @extension{ARB,direct_state_access}
* (part of OpenGL 4.5) nor @extension{EXT,direct_state_access} is
* available, the texture is bound before the operation (if not
* already). If neither @extension{ARB,texture_storage} (part of OpenGL
* 4.2), OpenGL ES 3.0 nor @es_extension{EXT,texture_storage} in OpenGL
* ES 2.0 is available, the feature is emulated with sequence of
* @ref setImage() calls.
* @see @ref maxSize(), @ref setMaxLevel(), @fn_gl2{TextureStorage1D,TexStorage1D} /
* @fn_gl2{TextureStorage2D,TexStorage2D} / @fn_gl2{TextureStorage3D,TexStorage3D},
* @fn_gl_extension{TextureStorage1D,EXT,direct_state_access} /
* @fn_gl_extension{TextureStorage2D,EXT,direct_state_access} /
* @fn_gl_extension{TextureStorage3D,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexStorage1D}/@fn_gl{TexStorage2D}/@fn_gl{TexStorage3D}
* @todo allow the user to specify ColorType explicitly to avoid
* issues in WebGL (see setSubImage())
*/
Texture<dimensions>& setStorage(Int levels, TextureFormat internalFormat, const VectorTypeFor<dimensions, Int>& size) {
DataHelper<dimensions>::setStorage(*this, levels, internalFormat, size);
return *this;
}
#ifndef MAGNUM_TARGET_GLES2
/**
* @brief Image size in given mip level
*
* The result is not cached in any way. If on OpenGL ES or neither
* @extension{ARB,direct_state_access} (part of OpenGL 4.5) nor
* @extension{EXT,direct_state_access} is available, the texture is
* bound before the operation (if not already).
* @see @ref image(), @fn_gl2{GetTextureLevelParameter,GetTexLevelParameter},
* @fn_gl_extension{GetTextureLevelParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{GetTexLevelParameter} with @def_gl{TEXTURE_WIDTH},
* @def_gl{TEXTURE_HEIGHT}, @def_gl{TEXTURE_DEPTH}
* @requires_gles31 Texture image size queries are not available in
* OpenGL ES 3.0 and older.
*/
VectorTypeFor<dimensions, Int> imageSize(Int level) {
return DataHelper<dimensions>::imageSize(*this, level);
}
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Read given mip level of texture to image
* @param level Mip level
* @param image Image where to put the data
*
* Image parameters like format and type of pixel data are taken from
* given image, image size is taken from the texture using
* @ref imageSize().
*
* If neither @extension{ARB,direct_state_access} (part of OpenGL 4.5)
* nor @extension{EXT,direct_state_access} is available, the texture is
* bound before the operation (if not already). If either
* @extension{ARB,direct_state_access} or @extension{ARB,robustness}
* is available, the operation is protected from buffer overflow.
* However, if @extension{ARB,direct_state_access} is not available and
* both @extension{EXT,direct_state_access} and @extension{ARB,robustness}
* are available, the robust operation is preferred over DSA.
* @see @fn_gl2{GetTextureLevelParameter,GetTexLevelParameter},
* @fn_gl_extension{GetTextureLevelParameter,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{GetTexLevelParameter} with @def_gl{TEXTURE_WIDTH},
* @def_gl{TEXTURE_HEIGHT}, @def_gl{TEXTURE_DEPTH}, then
* @fn_gl2{GetTextureImage,GetTexImage},
* @fn_gl_extension{GetnTexImage,ARB,robustness},
* @fn_gl_extension{GetTextureImage,EXT,direct_state_access},
* eventually @fn_gl{GetTexImage}
* @requires_gl Texture image queries are not available in OpenGL ES.
*/
void image(Int level, Image<dimensions>& image) {
AbstractTexture::image<dimensions>(level, image);
}
/** @overload
*
* Convenience alternative to the above, example usage:
* @code
* Image2D image = texture.image(0, {ColorFormat::RGBA, ColorType::UnsignedByte});
* @endcode
*/
Image<dimensions> image(Int level, Image<dimensions>&& image);
/**
* @brief Read given mip level of texture to buffer image
* @param level Mip level
* @param image Buffer image where to put the data
* @param usage Buffer usage
*
* See @ref image(Int, Image&) for more information.
* @requires_gl Texture image queries are not available in OpenGL ES.
* @todo Make it more flexible (usable with
* @extension{ARB,buffer_storage}, avoiding relocations...)
*/
void image(Int level, BufferImage<dimensions>& image, BufferUsage usage) {
AbstractTexture::image<dimensions>(level, image, usage);
}
/** @overload
*
* Convenience alternative to the above, example usage:
* @code
* BufferImage2D image = texture.image(0, {ColorFormat::RGBA, ColorType::UnsignedByte}, BufferUsage::StaticRead);
* @endcode
*/
BufferImage<dimensions> image(Int level, BufferImage<dimensions>&& image, BufferUsage usage);
/**
* @brief Read range of given texture mip level to image
* @param level Mip level
* @param range Range to read
* @param image Image where to put the data
*
* Image parameters like format and type of pixel data are taken from
* given image.
* @see @fn_gl{GetTextureSubImage}
* @requires_gl45 Extension @extension{ARB,get_texture_sub_image}
* @requires_gl Texture image queries are not available in OpenGL ES.
*/
void subImage(Int level, const RangeTypeFor<dimensions, Int>& range, Image<dimensions>& image) {
AbstractTexture::subImage<dimensions>(level, range, image);
}
/** @overload
*
* Convenience alternative to the above, example usage:
* @code
* Image2D image = texture.subImage(0, rect, {ColorFormat::RGBA, ColorType::UnsignedByte});
* @endcode
*/
Image<dimensions> subImage(Int level, const RangeTypeFor<dimensions, Int>& range, Image<dimensions>&& image);
/**
* @brief Read range of given texture mip level to buffer image
* @param level Mip level
* @param range Range to read
* @param image Buffer image where to put the data
* @param usage Buffer usage
*
* See @ref subImage(Int, const RangeTypeFor<dimensions, Int>&, Image&)
* for more information.
* @requires_gl45 Extension @extension{ARB,get_texture_sub_image}
* @requires_gl Texture image queries are not available in OpenGL ES.
*/
void subImage(Int level, const RangeTypeFor<dimensions, Int>& range, BufferImage<dimensions>& image, BufferUsage usage) {
AbstractTexture::subImage<dimensions>(level, range, image, usage);
}
/** @overload
*
* Convenience alternative to the above, example usage:
* @code
* BufferImage2D image = texture.subImage(0, rect, {ColorFormat::RGBA, ColorType::UnsignedByte}, BufferUsage::StaticRead);
* @endcode
*/
BufferImage<dimensions> subImage(Int level, const RangeTypeFor<dimensions, Int>& range, BufferImage<dimensions>&& image, BufferUsage usage);
#endif
/**
* @brief Set image data
* @param level Mip level
* @param internalFormat Internal format
* @param image @ref Image, @ref ImageReference or
* @ref Trade::ImageData of the same dimension count
* @return Reference to self (for method chaining)
*
* On platforms that support it prefer to use @ref setStorage() and
* @ref setSubImage() instead, as it avoids unnecessary reallocations
* and has better performance characteristics. This call also has no
* equivalent in @extension{ARB,direct_state_access}, thus the texture
* needs to be bound to some texture unit before the operation.
* @see @ref maxSize(), @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexImage1D} / @fn_gl{TexImage2D} / @fn_gl{TexImage3D}
* @deprecated_gl Prefer to use @ref Magnum::Texture::setStorage() "setStorage()"
* and @ref Magnum::Texture::setSubImage() "setSubImage()"
* instead.
*/
Texture<dimensions>& setImage(Int level, TextureFormat internalFormat, const ImageReference<dimensions>& image) {
DataHelper<dimensions>::setImage(*this, level, internalFormat, image);
return *this;
}
#ifndef MAGNUM_TARGET_GLES2
/** @overload
* @requires_gles30 Pixel buffer objects are not available in OpenGL ES
* 2.0.
* @deprecated_gl Prefer to use @ref Magnum::Texture::setStorage() "setStorage()"
* and @ref Magnum::Texture::setSubImage() "setSubImage()"
* instead.
*/
Texture<dimensions>& setImage(Int level, TextureFormat internalFormat, BufferImage<dimensions>& image) {
DataHelper<dimensions>::setImage(*this, level, internalFormat, image);
return *this;
}
/** @overload
* @requires_gles30 Pixel buffer objects are not available in OpenGL ES
* 2.0.
* @deprecated_gl Prefer to use @ref Magnum::Texture::setStorage() "setStorage()"
* and @ref Magnum::Texture::setSubImage() "setSubImage()"
* instead.
*/
Texture<dimensions>& setImage(Int level, TextureFormat internalFormat, BufferImage<dimensions>&& image) {
return setImage(level, internalFormat, image);
}
#endif
/**
* @brief Set image subdata
* @param level Mip level
* @param offset Offset where to put data in the texture
* @param image @ref Image, @ref ImageReference or
* @ref Trade::ImageData of the same dimension count
* @return Reference to self (for method chaining)
*
* If on OpenGL ES or neither @extension{ARB,direct_state_access} (part
* of OpenGL 4.5) nor @extension{EXT,direct_state_access} is available,
* the texture is bound before the operation (if not already).
*
* @attention In @ref MAGNUM_TARGET_WEBGL "WebGL" the @ref ColorType of
* data passed in @p image must match the original one specified
* in @ref setImage(). It means that you might not be able to use
* @ref setStorage() as it uses implicit @ref ColorType value.
*
* @see @ref setStorage(), @fn_gl2{TextureSubImage1D,TexSubImage1D} /
* @fn_gl2{TextureSubImage2D,TexSubImage2D} / @fn_gl2{TextureSubImage3D,TexSubImage3D},
* @fn_gl_extension{TextureSubImage1D,EXT,direct_state_access} /
* @fn_gl_extension{TextureSubImage2D,EXT,direct_state_access} /
* @fn_gl_extension{TextureSubImage3D,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{TexSubImage1D} / @fn_gl{TexSubImage2D} / @fn_gl{TexSubImage3D}
*/
Texture<dimensions>& setSubImage(Int level, const VectorTypeFor<dimensions, Int>& offset, const ImageReference<dimensions>& image) {
DataHelper<Dimensions>::setSubImage(*this, level, offset, image);
return *this;
}
#ifndef MAGNUM_TARGET_GLES2
/** @overload
* @requires_gles30 Pixel buffer objects are not available in OpenGL ES
* 2.0.
*/
Texture<dimensions>& setSubImage(Int level, const VectorTypeFor<dimensions, Int>& offset, BufferImage<dimensions>& image) {
DataHelper<Dimensions>::setSubImage(*this, level, offset, image);
return *this;
}
/** @overload
* @requires_gles30 Pixel buffer objects are not available in OpenGL ES
* 2.0.
*/
Texture<dimensions>& setSubImage(Int level, const VectorTypeFor<dimensions, Int>& offset, BufferImage<dimensions>&& image) {
return setSubImage(level, offset, image);
}
#endif
/**
* @brief Generate mipmap
* @return Reference to self (for method chaining)
*
* If on OpenGL ES or neither @extension{ARB,direct_state_access} (part
* of OpenGL 4.5) nor @extension{EXT,direct_state_access} is available,
* the texture is bound before the operation (if not already).
* @see @ref setMinificationFilter(), @fn_gl2{GenerateTextureMipmap,GenerateMipmap},
* @fn_gl_extension{GenerateTextureMipmap,EXT,direct_state_access},
* eventually @fn_gl{ActiveTexture}, @fn_gl{BindTexture} and
* @fn_gl{GenerateMipmap}
* @requires_gl30 Extension @extension{ARB,framebuffer_object}
*/
Texture<dimensions>& generateMipmap() {
AbstractTexture::generateMipmap();
return *this;
}
/**
* @brief Invalidate texture image
* @param level Mip level
*
* If running on OpenGL ES or extension @extension{ARB,invalidate_subdata}
* (part of OpenGL 4.3) is not available, this function does nothing.
* @see @ref invalidateSubImage(), @fn_gl{InvalidateTexImage}
*/
void invalidateImage(Int level) { AbstractTexture::invalidateImage(level); }
/**
* @brief Invalidate texture subimage
* @param level Mip level
* @param offset Offset into the texture
* @param size Size of invalidated data
*
* If running on OpenGL ES or extension @extension{ARB,invalidate_subdata}
* (part of OpenGL 4.3) is not available, this function does nothing.
* @see @ref invalidateImage(), @fn_gl{InvalidateTexSubImage}
*/
void invalidateSubImage(Int level, const VectorTypeFor<dimensions, Int>& offset, const VectorTypeFor<dimensions, Int>& size) {
DataHelper<dimensions>::invalidateSubImage(*this, level, offset, size);
}
/* Overloads to remove WTF-factor from method chaining order */
#ifndef DOXYGEN_GENERATING_OUTPUT
Texture<dimensions>& setLabel(const std::string& label) {
AbstractTexture::setLabel(label);
return *this;
}
template<std::size_t size> Texture<dimensions>& setLabel(const char(&label)[size]) {
AbstractTexture::setLabel<size>(label);
return *this;
}
#endif
};
#ifndef MAGNUM_TARGET_GLES
/**
@brief One-dimensional texture
@requires_gl Only 2D and 3D textures are available in OpenGL ES.
*/
typedef Texture<1> Texture1D;
#endif
/** @brief Two-dimensional texture */
typedef Texture<2> Texture2D;
/**
@brief Three-dimensional texture
@requires_gles30 Extension @es_extension{OES,texture_3D} in OpenGL ES 2.0
*/
typedef Texture<3> Texture3D;
}
#endif