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#ifndef Magnum_CubeMapTexture_h
#define Magnum_CubeMapTexture_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::CubeMapTexture
*/
#include "Magnum/AbstractTexture.h"
#include "Magnum/Array.h"
#include "Magnum/Math/Vector2.h"
namespace Magnum {
/**
@brief Cube map texture
Texture used mainly for environment maps. It consists of 6 square textures
generating 6 faces of the cube as following. Note that all images must be
turned upside down (+Y is top):
+----+
| -Y |
+----+----+----+----+
| -Z | -X | +Z | +X |
+----+----+----+----+
| +Y |
+----+
## Basic usage
See @ref Texture documentation for introduction.
Common usage is to fully configure all texture parameters and then set the
data from e.g. set of Image objects:
@code
Image2D positiveX(ColorFormat::RGBA, ColorType::UnsignedByte, {256, 256}, data);
// ...
CubeMapTexture texture;
texture.setMagnificationFilter(Sampler::Filter::Linear)
// ...
.setStorage(Math::log2(256)+1, TextureFormat::RGBA8, {256, 256})
.setSubImage(CubeMapTexture::Coordinate::PositiveX, 0, {}, positiveX)
.setSubImage(CubeMapTexture::Coordinate::NegativeX, 0, {}, negativeX)
// ...
@endcode
In shader, the texture is used via `samplerCube`, `samplerCubeShadow`,
`isamplerCube` or `usamplerCube`. Unlike in classic textures, coordinates for
cube map textures is signed three-part vector from the center of the cube,
which intersects one of the six sides of the cube map. See
@ref AbstractShaderProgram for more information about usage in shaders.
@see @ref Renderer::Feature::SeamlessCubeMapTexture, @ref CubeMapTextureArray,
@ref Texture, @ref TextureArray, @ref RectangleTexture, @ref BufferTexture,
@ref MultisampleTexture
*/
class MAGNUM_EXPORT CubeMapTexture: public AbstractTexture {
friend Implementation::TextureState;
public:
/** @brief Cube map coordinate */
enum class Coordinate: GLenum {
PositiveX = GL_TEXTURE_CUBE_MAP_POSITIVE_X, /**< +X cube side */
NegativeX = GL_TEXTURE_CUBE_MAP_NEGATIVE_X, /**< -X cube side */
PositiveY = GL_TEXTURE_CUBE_MAP_POSITIVE_Y, /**< +Y cube side */
NegativeY = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, /**< -Y cube side */
PositiveZ = GL_TEXTURE_CUBE_MAP_POSITIVE_Z, /**< +Z cube side */
NegativeZ = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z /**< -Z cube side */
};
/**
* @brief Max supported size of one side of cube map texture
*
* The result is cached, repeated queries don't result in repeated
* OpenGL calls.
* @see @fn_gl{Get} with @def_gl{MAX_CUBE_MAP_TEXTURE_SIZE}
*/
static Vector2i maxSize();
/**
* @brief Wrap existing OpenGL cube map texture object
* @param id OpenGL cube map texture ID
* @param flags Object creation flags
*
* The @p id is expected to be of an existing OpenGL texture object
* with target @def_gl{TEXTURE_CUBE_MAP}. Unlike texture created using
* constructor, the OpenGL object is by default not deleted on
* destruction, use @p flags for different behavior.
* @see @ref release()
*/
static CubeMapTexture wrap(GLuint id, ObjectFlags flags = {}) {
return CubeMapTexture{id, flags};
}
/**
* @brief Constructor
*
* Creates new OpenGL texture object. If @extension{ARB,direct_state_access}
* (part of OpenGL 4.5) is not available, the texture is created on
* first use.
* @see @ref CubeMapTexture(NoCreateT), @ref wrap(), @fn_gl{CreateTextures}
* with @def_gl{TEXTURE_CUBE_MAP}, eventually @fn_gl{GenTextures}
*/
explicit CubeMapTexture(): AbstractTexture(GL_TEXTURE_CUBE_MAP) {}
/**
* @brief Construct without creating the underlying OpenGL object
*
* The constructed instance is equivalent to moved-from state. Useful
* in cases where you will overwrite the instance later anyway. Move
* another object over it to make it useful.
* @see @ref CubeMapTexture(), @ref wrap()
*/
explicit CubeMapTexture(NoCreateT) noexcept: AbstractTexture{NoCreate, GL_TEXTURE_CUBE_MAP} {}
#ifndef MAGNUM_TARGET_GLES2
/**
* @copybrief Texture::setBaseLevel()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setBaseLevel() for more information.
* @requires_gles30 Base level is always `0` in OpenGL ES 2.0.
* @requires_webgl20 Base level is always `0` in WebGL 1.0.
*/
CubeMapTexture& setBaseLevel(Int level) {
AbstractTexture::setBaseLevel(level);
return *this;
}
#endif
#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
/**
* @copybrief Texture::setMaxLevel()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setMaxLevel() for more information.
* @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.
* @requires_webgl20 Always set to largest possible value in WebGL 1.0.
*/
CubeMapTexture& setMaxLevel(Int level) {
AbstractTexture::setMaxLevel(level);
return *this;
}
#endif
/**
* @copybrief Texture::setMinificationFilter()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setMinificationFilter() for more information.
*/
CubeMapTexture& setMinificationFilter(Sampler::Filter filter, Sampler::Mipmap mipmap = Sampler::Mipmap::Base) {
AbstractTexture::setMinificationFilter(filter, mipmap);
return *this;
}
/**
* @copybrief Texture::setMagnificationFilter()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setMagnificationFilter() for more information.
*/
CubeMapTexture& setMagnificationFilter(Sampler::Filter filter) {
AbstractTexture::setMagnificationFilter(filter);
return *this;
}
#ifndef MAGNUM_TARGET_GLES2
/**
* @copybrief Texture::setMinLod()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setMinLod() for more information.
* @requires_gles30 Texture LOD parameters are not available in OpenGL
* ES 2.0.
* @requires_webgl20 Texture LOD parameters are not available in WebGL
* 1.0.
*/
CubeMapTexture& setMinLod(Float lod) {
AbstractTexture::setMinLod(lod);
return *this;
}
/**
* @copybrief Texture::setMaxLod()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setMaxLod() for more information.
* @requires_gles30 Texture LOD parameters are not available in OpenGL
* ES 2.0.
* @requires_webgl20 Texture LOD parameters are not available in WebGL
* 1.0.
*/
CubeMapTexture& setMaxLod(Float lod) {
AbstractTexture::setMaxLod(lod);
return *this;
}
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* @copybrief Texture::setLodBias()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setLodBias() for more information.
* @requires_gl Texture LOD bias can be specified only directly in
* fragment shader in OpenGL ES and WebGL.
*/
CubeMapTexture& setLodBias(Float bias) {
AbstractTexture::setLodBias(bias);
return *this;
}
#endif
/**
* @copybrief Texture::setWrapping()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setWrapping() for more information.
*/
CubeMapTexture& setWrapping(const Array2D<Sampler::Wrapping>& wrapping) {
DataHelper<2>::setWrapping(*this, wrapping);
return *this;
}
#ifndef MAGNUM_TARGET_WEBGL
/**
* @copybrief Texture::setBorderColor(const Color4&)
* @return Reference to self (for method chaining)
*
* See @ref Texture::setBorderColor(const Color4&) for more
* information.
* @requires_es_extension Extension @es_extension{ANDROID,extension_pack_es31a}/
* @es_extension{EXT,texture_border_clamp} or
* @es_extension{NV,texture_border_clamp}
* @requires_gles Border clamp is not available in WebGL.
*/
CubeMapTexture& setBorderColor(const Color4& color) {
AbstractTexture::setBorderColor(color);
return *this;
}
#ifndef MAGNUM_TARGET_GLES2
/**
* @copybrief Texture::setBorderColor(const Vector4ui&)
* @return Reference to self (for method chaining)
*
* See @ref Texture::setBorderColor(const Vector4ui&) for more
* information.
* @requires_gl30 Extension @extension{EXT,texture_integer}
* @requires_gles30 Not defined in OpenGL ES 2.0.
* @requires_es_extension Extension
* @es_extension{ANDROID,extension_pack_es31a}/
* @es_extension{EXT,texture_border_clamp}
* @requires_gles Border clamp is not available in WebGL.
*/
CubeMapTexture& setBorderColor(const Vector4ui& color) {
AbstractTexture::setBorderColor(color);
return *this;
}
/** @overload
* @requires_gl30 Extension @extension{EXT,texture_integer}
* @requires_gles30 Not defined in OpenGL ES 2.0.
* @requires_es_extension Extension
* @es_extension{ANDROID,extension_pack_es31a}/
* @es_extension{EXT,texture_border_clamp}
* @requires_gles Border clamp is not available in WebGL.
*/
CubeMapTexture& setBorderColor(const Vector4i& color) {
AbstractTexture::setBorderColor(color);
return *this;
}
#endif
#endif
/**
* @copybrief Texture::setMaxAnisotropy()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setMaxAnisotropy() for more information.
*/
CubeMapTexture& setMaxAnisotropy(Float anisotropy) {
AbstractTexture::setMaxAnisotropy(anisotropy);
return *this;
}
#ifndef MAGNUM_TARGET_WEBGL
/**
* @copybrief Texture::setSRGBDecode()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setSRGBDecode() for more information.
* @requires_extension Extension @extension{EXT,texture_sRGB_decode}
* @requires_es_extension OpenGL ES 3.0 or extension
* @es_extension{EXT,sRGB} and
* @es_extension{ANDROID,extension_pack_es31a}/
* @es_extension2{EXT,texture_sRGB_decode,texture_sRGB_decode}
* @requires_gles SRGB decode is not available in WebGL.
*/
CubeMapTexture& setSRGBDecode(bool decode) {
AbstractTexture::setSRGBDecode(decode);
return *this;
}
#endif
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
/**
* @copybrief Texture::setSwizzle()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setSwizzle() for more information.
* @requires_gl33 Extension @extension{ARB,texture_swizzle}
* @requires_gles30 Texture swizzle is not available in OpenGL ES 2.0.
* @requires_gles Texture swizzle is not available in WebGL.
*/
template<char r, char g, char b, char a> CubeMapTexture& setSwizzle() {
AbstractTexture::setSwizzle<r, g, b, a>();
return *this;
}
#endif
#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
/**
* @copybrief Texture::setCompareMode()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setCompareMode() for more information.
* @requires_gles30 Extension @es_extension{EXT,shadow_samplers} and
* @es_extension{NV,shadow_samplers_cube} in OpenGL ES 2.0.
* @requires_webgl20 Depth texture comparison is not available in WebGL
* 1.0.
*/
CubeMapTexture& setCompareMode(Sampler::CompareMode mode) {
AbstractTexture::setCompareMode(mode);
return *this;
}
/**
* @copybrief Texture::setCompareFunction()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setCompareFunction() for more information.
* @requires_gles30 Extension @es_extension{EXT,shadow_samplers} and
* @es_extension{NV,shadow_samplers_cube} in OpenGL ES 2.0.
* @requires_webgl20 Depth texture comparison is not available in WebGL
* 1.0.
*/
CubeMapTexture& setCompareFunction(Sampler::CompareFunction function) {
AbstractTexture::setCompareFunction(function);
return *this;
}
#endif
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
/**
* @copybrief Texture::setDepthStencilMode()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setDepthStencilMode() for more information.
* @requires_gl43 Extension @extension{ARB,stencil_texturing}
* @requires_gles31 Stencil texturing is not available in OpenGL ES 3.0
* and older.
* @requires_gles Stencil texturing is not available in WebGL.
*/
CubeMapTexture& setDepthStencilMode(Sampler::DepthStencilMode mode) {
AbstractTexture::setDepthStencilMode(mode);
return *this;
}
#endif
/**
* @copybrief Texture::setStorage()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setStorage() for more information.
* @see @ref maxSize()
*/
CubeMapTexture& setStorage(Int levels, TextureFormat internalFormat, const Vector2i& size) {
DataHelper<2>::setStorage(*this, levels, internalFormat, size);
return *this;
}
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
/**
* @copybrief Texture::imageSize()
*
* If @extension{ARB,direct_state_access} (part of OpenGL 4.5) is not
* available, it is assumed that faces have the same size and just the
* size of @ref Coordinate::PositiveX face is queried. See
* @ref Texture::imageSize() for more information.
* @requires_gles31 Texture image size queries are not available in
* OpenGL ES 3.0 and older.
* @requires_gles Texture image size queries are not available in
* WebGL.
*/
Vector2i imageSize(Int level);
#ifdef MAGNUM_BUILD_DEPRECATED
/**
* @copybrief imageSize()
* @deprecated Use @ref imageSize(Int) instead.
*/
CORRADE_DEPRECATED("use imageSize(Int) instead") Vector2i imageSize(Coordinate, Int level) {
return imageSize(level);
}
#endif
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Read given mip level of texture to image
*
* Image parameters like format and type of pixel data are taken from
* given image, image size is taken from the texture using
* @ref imageSize().
* @see @fn_gl2{GetTextureLevelParameter,GetTexLevelParameter} with
* @def_gl{TEXTURE_WIDTH}, @def_gl{TEXTURE_HEIGHT}, then
* @fn_gl{GetTextureImage}
* @requires_gl45 Extension @extension{ARB,direct_state_access}
* @requires_gl Texture image queries are not available in OpenGL ES or
* WebGL. See @ref Framebuffer::read() for possible workaround.
*/
void image(Int level, Image3D& image);
/** @overload
*
* Convenience alternative to the above, example usage:
* @code
* Image3D image = texture.image(0, {ColorFormat::RGBA, ColorType::UnsignedByte});
* @endcode
*/
Image3D image(Int level, Image3D&& image);
/**
* @brief Read given mip level of texture to buffer image
*
* See @ref image(Int, Image3D&) for more information.
* @requires_gl45 Extension @extension{ARB,direct_state_access}
* @requires_gl Texture image queries are not available in OpenGL ES or
* WebGL. See @ref Framebuffer::read() for possible workaround.
*/
void image(Int level, BufferImage3D& image, BufferUsage usage);
/** @overload
*
* Convenience alternative to the above, example usage:
* @code
* BufferImage3D image = texture.image(0, {ColorFormat::RGBA, ColorType::UnsignedByte}, BufferUsage::StaticRead);
* @endcode
*/
BufferImage3D image(Int level, BufferImage3D&& image, BufferUsage usage);
/**
* @brief Read given mip level and coordinate of texture to image
*
* 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,get_texture_sub_image} (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,get_texture_sub_image} or @extension{ARB,robustness}
* is available, the operation is protected from buffer overflow.
* However, if @extension{ARB,get_texture_sub_image} 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}, then @fn_gl{GetTextureSubImage},
* @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 or
* WebGL. See @ref Framebuffer::read() for possible workaround.
*/
void image(Coordinate coordinate, Int level, Image2D& image);
/** @overload
*
* Convenience alternative to the above, example usage:
* @code
* Image2D image = texture.image(CubeMapTexture::Coordinate::PositiveX, 0, {ColorFormat::RGBA, ColorType::UnsignedByte});
* @endcode
*/
Image2D image(Coordinate coordinate, Int level, Image2D&& image);
/**
* @brief Read given mip level and coordinate of texture to buffer image
*
* See @ref image(Coordinate, Int, Image2D&) for more information.
* @requires_gl Texture image queries are not available in OpenGL ES or
* WebGL. See @ref Framebuffer::read() for possible workaround.
*/
void image(Coordinate coordinate, Int level, BufferImage2D& image, BufferUsage usage);
/** @overload
*
* Convenience alternative to the above, example usage:
* @code
* BufferImage2D image = texture.image(CubeMapTexture::Coordinate::PositiveX, 0, {ColorFormat::RGBA, ColorType::UnsignedByte}, BufferUsage::StaticRead);
* @endcode
*/
BufferImage2D image(Coordinate coordinate, Int level, BufferImage2D&& image, BufferUsage usage);
/**
* @copybrief Texture::subImage(Int, const RangeTypeFor<dimensions, Int>&, Image&)
*
* See @ref Texture::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 or
* WebGL. See @ref Framebuffer::read() for possible workaround.
*/
void subImage(Int level, const Range3Di& range, Image3D& image) {
AbstractTexture::subImage<3>(level, range, image);
}
/** @overload
*
* Convenience alternative to the above, example usage:
* @code
* Image3D image = texture.subImage(0, range, {ColorFormat::RGBA, ColorType::UnsignedByte});
* @endcode
*/
Image3D subImage(Int level, const Range3Di& range, Image3D&& image);
/**
* @copybrief Texture::subImage(Int, const RangeTypeFor<dimensions, Int>&, BufferImage&, BufferUsage)
*
* See @ref Texture::subImage(Int, const RangeTypeFor<dimensions, Int>&, BufferImage&, BufferUsage)
* for more information.
* @requires_gl45 Extension @extension{ARB,get_texture_sub_image}
* @requires_gl Texture image queries are not available in OpenGL ES or
* WebGL. See @ref Framebuffer::read() for possible workaround.
*/
void subImage(Int level, const Range3Di& range, BufferImage3D& image, BufferUsage usage) {
AbstractTexture::subImage<3>(level, range, image, usage);
}
/** @overload
*
* Convenience alternative to the above, example usage:
* @code
* BufferImage3D image = texture.subImage(0, range, {ColorFormat::RGBA, ColorType::UnsignedByte}, BufferUsage::StaticRead);
* @endcode
*/
BufferImage3D subImage(Int level, const Range3Di& range, BufferImage3D&& image, BufferUsage usage);
#endif
/**
* @copybrief Texture::setImage()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setImage() for more information.
* @see @ref maxSize()
* @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage()
* instead.
*/
CubeMapTexture& setImage(Coordinate coordinate, Int level, TextureFormat internalFormat, const ImageReference2D& image) {
DataHelper<2>::setImage(*this, GLenum(coordinate), level, internalFormat, image);
return *this;
}
#ifndef MAGNUM_TARGET_GLES2
/** @overload
* @requires_gles30 Pixel buffer objects are not available in OpenGL ES
* 2.0.
* @requires_webgl20 Pixel buffer objects are not available in WebGL
* 1.0.
* @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage()
* instead.
*/
CubeMapTexture& setImage(Coordinate coordinate, Int level, TextureFormat internalFormat, BufferImage2D& image) {
DataHelper<2>::setImage(*this, GLenum(coordinate), level, internalFormat, image);
return *this;
}
/** @overload
* @requires_gles30 Pixel buffer objects are not available in OpenGL ES
* 2.0.
* @requires_webgl20 Pixel buffer objects are not available in WebGL
* 1.0.
* @deprecated_gl Prefer to use @ref setStorage() and @ref setSubImage()
* instead.
*/
CubeMapTexture& setImage(Coordinate coordinate, Int level, TextureFormat internalFormat, BufferImage2D&& image) {
return setImage(coordinate, level, internalFormat, image);
}
#endif
#ifndef MAGNUM_TARGET_GLES
/**
* @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)
*
* @see @ref setStorage(), @fn_gl2{TextureSubImage3D,TexSubImage3D}
* @requires_gl45 Extension @extension{ARB,direct_state_access}
* @requires_gl In OpenGL ES and WebGL you need to set image for each
* face separately.
*/
CubeMapTexture& setSubImage(Int level, const Vector3i& offset, const ImageReference3D& image);
/** @overload
* @requires_gl45 Extension @extension{ARB,direct_state_access}
* @requires_gl In OpenGL ES and WebGL you need to set image for each
* face separately.
*/
CubeMapTexture& setSubImage(Int level, const Vector3i& offset, BufferImage3D& image);
/** @overload
* @requires_gl45 Extension @extension{ARB,direct_state_access}
* @requires_gl In OpenGL ES and WebGL you need to set image for each
* face separately.
*/
CubeMapTexture& setSubImage(Int level, const Vector3i& offset, BufferImage3D&& image) {
return setSubImage(level, offset, image);
}
#endif
/**
* @copybrief Texture::setSubImage()
* @return Reference to self (for method chaining)
*
* See @ref Texture::setSubImage() for more information.
*/
CubeMapTexture& setSubImage(Coordinate coordinate, Int level, const Vector2i& offset, const ImageReference2D& image);
#ifndef MAGNUM_TARGET_GLES2
/** @overload
* @requires_gles30 Pixel buffer objects are not available in OpenGL ES
* 2.0.
* @requires_webgl20 Pixel buffer objects are not available in WebGL
* 1.0.
*/
CubeMapTexture& setSubImage(Coordinate coordinate, Int level, const Vector2i& offset, BufferImage2D& image);
/** @overload
* @requires_gles30 Pixel buffer objects are not available in OpenGL ES
* 2.0.
* @requires_webgl20 Pixel buffer objects are not available in WebGL
* 1.0.
*/
CubeMapTexture& setSubImage(Coordinate coordinate, Int level, const Vector2i& offset, BufferImage2D&& image) {
return setSubImage(coordinate, level, offset, image);
}
#endif
/**
* @copybrief Texture::generateMipmap()
* @return Reference to self (for method chaining)
*
* See @ref Texture::generateMipmap() for more information.
* @requires_gl30 Extension @extension{ARB,framebuffer_object}
*/
CubeMapTexture& generateMipmap() {
AbstractTexture::generateMipmap();
return *this;
}
/**
* @copybrief Texture::invalidateImage()
*
* See @ref Texture::invalidateImage() for more information.
*/
void invalidateImage(Int level) { AbstractTexture::invalidateImage(level); }
/**
* @copybrief Texture::invalidateSubImage()
*
* Z coordinate is equivalent to number of texture face, i.e.
* @ref Coordinate::PositiveX is `0` and so on, in the same order as in
* the enum.
*
* See @ref Texture::invalidateSubImage() for more information.
*/
void invalidateSubImage(Int level, const Vector3i& offset, const Vector3i& size) {
DataHelper<3>::invalidateSubImage(*this, level, offset, size);
}
/* Overloads to remove WTF-factor from method chaining order */
#if !defined(DOXYGEN_GENERATING_OUTPUT) && !defined(MAGNUM_TARGET_WEBGL)
CubeMapTexture& setLabel(const std::string& label) {
AbstractTexture::setLabel(label);
return *this;
}
template<std::size_t size> CubeMapTexture& setLabel(const char(&label)[size]) {
AbstractTexture::setLabel<size>(label);
return *this;
}
#endif
private:
explicit CubeMapTexture(GLuint id, ObjectFlags flags) noexcept: AbstractTexture{id, GL_TEXTURE_CUBE_MAP, flags} {}
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
Vector2i MAGNUM_LOCAL getImageSizeImplementationDefault(Int level);
#ifndef MAGNUM_TARGET_GLES
Vector2i MAGNUM_LOCAL getImageSizeImplementationDSA(Int level);
Vector2i MAGNUM_LOCAL getImageSizeImplementationDSAEXT(Int level);
#endif
#endif
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_LOCAL getImageImplementationDefault(Coordinate coordinate, GLint level, const Vector2i& size, ColorFormat format, ColorType type, std::size_t dataSize, GLvoid* data);
void MAGNUM_LOCAL getImageImplementationDSA(Coordinate coordinate, GLint level, const Vector2i& size, ColorFormat format, ColorType type, std::size_t dataSize, GLvoid* data);
void MAGNUM_LOCAL getImageImplementationDSAEXT(Coordinate coordinate, GLint level, const Vector2i& size, ColorFormat format, ColorType type, std::size_t dataSize, GLvoid* data);
void MAGNUM_LOCAL getImageImplementationRobustness(Coordinate coordinate, GLint level, const Vector2i& size, ColorFormat format, ColorType type, std::size_t dataSize, GLvoid* data);
#endif
void MAGNUM_LOCAL subImageImplementationDefault(Coordinate coordinate, GLint level, const Vector2i& offset, const Vector2i& size, ColorFormat format, ColorType type, const GLvoid* data);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_LOCAL subImageImplementationDSA(Coordinate coordinate, GLint level, const Vector2i& offset, const Vector2i& size, ColorFormat format, ColorType type, const GLvoid* data);
void MAGNUM_LOCAL subImageImplementationDSAEXT(Coordinate coordinate, GLint level, const Vector2i& offset, const Vector2i& size, ColorFormat format, ColorType type, const GLvoid* data);
#endif
};
}
#endif