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208 lines
8.2 KiB
208 lines
8.2 KiB
#ifndef Magnum_CubeMapTextureArray_h |
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#define Magnum_CubeMapTextureArray_h |
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/* |
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
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This file is part of Magnum. |
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Magnum is free software: you can redistribute it and/or modify |
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it under the terms of the GNU Lesser General Public License version 3 |
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only, as published by the Free Software Foundation. |
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Magnum is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License version 3 for more details. |
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*/ |
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#ifndef MAGNUM_TARGET_GLES |
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/** @file |
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* @brief Class Magnum::CubeMapTextureArray |
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*/ |
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#endif |
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#include "AbstractTexture.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 CubeMapTexture documentation for introduction. |
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@section CubeMapTextureArray-usage Usage |
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Common usage is to specify each layer and face separately using setSubImage(). |
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You have to allocate the memory for all layers and faces first, possibly by |
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passing properly sized empty Image to setImage(). Example: array with 16 |
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layers of cube map faces, each face consisting of six 64x64 images: |
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@code |
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Image3D dummy({64, 64, 16*6}, Image3D::Components::RGBA, Image3D::ComponentType::UnsignedByte, nullptr); |
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CubeMapTextureArray texture; |
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texture.setMagnificationFilter(CubeMapTextureArray::Filter::Linear) |
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// ... |
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->setImage(0, CubeMapTextureArray::Format::RGBA8, &dummy); |
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for(std::size_t i = 0; i != 16; ++i) { |
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void* dataPositiveX = ...; |
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Image2D imagePositiveX({64, 64}, Image3D::Components::RGBA, Image3D::ComponentType::UnsignedByte, imagePositiveX); |
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// ... |
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texture->setSubImage(i, CubeMapTextureArray::Coordinate::PositiveX, 0, imagePositiveX); |
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texture->setSubImage(i, CubeMapTextureArray::Coordinate::NegativeX, 0, imageNegativeX); |
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// ... |
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} |
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// ... |
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@endcode |
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The texture is bound to layer specified by shader via bind(). In shader, the |
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texture is used via `samplerCubeArray`. Unlike in classic textures, |
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coordinates for cube map texture arrays is signed four-part vector. First |
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three parts define vector from the center of the cube which intersects with |
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one of the six sides of the cube map, fourth part is layer in the array. See |
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also AbstractShaderProgram for more information. |
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@see CubeMapTexture::setSeamless() |
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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 CubeMapTextureArray: public AbstractTexture { |
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public: |
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/** @brief Cube map coordinate */ |
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enum Coordinate: GLsizei { |
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PositiveX = 0, /**< +X cube side */ |
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NegativeX = 1, /**< -X cube side */ |
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PositiveY = 2, /**< +Y cube side */ |
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NegativeY = 3, /**< -Y cube side */ |
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PositiveZ = 4, /**< +Z cube side */ |
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NegativeZ = 5 /**< -Z cube side */ |
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}; |
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/** |
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* @brief Constructor |
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* |
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* Creates one cube map OpenGL texture. |
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* @see @fn_gl{GenTextures} with @def_gl{TEXTURE_CUBE_MAP} |
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*/ |
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inline explicit CubeMapTextureArray(): AbstractTexture(GL_TEXTURE_CUBE_MAP_ARRAY) {} |
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/** |
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* @brief Set wrapping |
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* |
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* See Texture::setWrapping() for more information. |
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*/ |
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inline CubeMapTextureArray* setWrapping(const Array3D<Wrapping>& wrapping) { |
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DataHelper<3>::setWrapping(this, wrapping); |
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return this; |
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} |
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/** |
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* @brief Set image data |
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* @param level Mip level |
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* @param internalFormat Internal format |
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* @param image Image, ImageWrapper, BufferImage or |
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* Trade::ImageData of the same dimension count |
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* @return Pointer to self (for method chaining) |
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* |
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* 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. The images are ordered the same way as Coordinate enum. |
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* |
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* See Texture::setImage() for more information. |
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*/ |
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template<class T> inline CubeMapTextureArray* setImage(GLint level, InternalFormat internalFormat, T* image) { |
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DataHelper<3>::set(this, GL_TEXTURE_CUBE_MAP_ARRAY, level, internalFormat, image); |
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return this; |
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} |
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/** |
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* @brief Set texture image 3D subdata |
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* @param level Mip level |
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* @param offset Offset where to put data in the texture |
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* @param image Image3D, ImageWrapper3D, BufferImage3D or |
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* Trade::ImageData3D |
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* @return Pointer to self (for method chaining) |
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* |
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* Sets texture image subdata for more than one level/face at once. |
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* |
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* Z coordinate of @p offset specifies layer and cube map face. If |
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* you want to start at given face in layer *n*, you have to specify |
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* Z coordinate as @f$ 6n + i @f$, where i is face index as specified |
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* in Coordinate enum. |
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* |
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* See Texture::setSubImage() for more information. |
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* |
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* @see setSubImage(GLsizei, Coordinate, GLint, const Math::Vector<2, GLint>&, const Image*) |
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*/ |
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template<class Image> inline CubeMapTextureArray* setSubImage(GLint level, const Vector3i& offset, const Image* image) { |
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DataHelper<3>::setSub(this, GL_TEXTURE_CUBE_MAP_ARRAY, level, offset, image, Vector3i(Math::Vector<Image::Dimensions, GLsizei>())); |
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return this; |
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} |
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/** |
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* @brief Set texture image 2D subdata |
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* @param layer Array layer |
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* @param coordinate Coordinate |
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* @param level Mip level |
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* @param offset Offset where to put data in the texture |
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* @param image Image2D, ImageWrapper2D, BufferImage2D or |
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* Trade::ImageData2D |
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* @return Pointer to self (for method chaining) |
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* |
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* See Texture::setSubImage() for more information. |
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* |
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* @see setSubImage(GLint, const Math::Vector<3, GLint>&, const Image*) |
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*/ |
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template<class Image> inline CubeMapTextureArray* setSubImage(GLsizei layer, Coordinate coordinate, GLint level, const Vector2i& offset, const Image* image) { |
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DataHelper<3>::setSub(this, GL_TEXTURE_CUBE_MAP_ARRAY, level, Vector3i(offset, layer*6+static_cast<GLsizei>(coordinate)), image, Vector2i(Math::Vector<Image::Dimensions, GLsizei>())); |
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return this; |
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} |
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/** |
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* @brief Invalidate texture subimage |
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* @param level Mip level |
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* @param offset Offset into the texture |
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* @param size Size of invalidated data |
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* |
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* Z coordinate is equivalent to layer * 6 + number of texture face, |
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* i.e. @ref Coordinate "Coordinate::PositiveX" is `0` and so on, in |
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* the same order as in the enum. |
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* |
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* See Texture::invalidateSubImage() for more information. |
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*/ |
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inline void invalidateSubImage(GLint level, const Vector3i& offset, const Vector3i& size) { |
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DataHelper<3>::invalidateSub(this, level, offset, size); |
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} |
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/* Overloads to remove WTF-factor from method chaining order */ |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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inline CubeMapTextureArray* setMinificationFilter(Filter filter, Mipmap mipmap = Mipmap::BaseLevel) { |
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AbstractTexture::setMinificationFilter(filter, mipmap); |
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return this; |
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} |
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inline CubeMapTextureArray* setMagnificationFilter(Filter filter) { |
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AbstractTexture::setMagnificationFilter(filter); |
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return this; |
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} |
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inline 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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inline CubeMapTextureArray* setMaxAnisotropy(GLfloat anisotropy) { |
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AbstractTexture::setMaxAnisotropy(anisotropy); |
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return this; |
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} |
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inline CubeMapTextureArray* generateMipmap() { |
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AbstractTexture::generateMipmap(); |
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return this; |
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} |
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#endif |
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}; |
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} |
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#endif |
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#endif
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