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269 lines
10 KiB
269 lines
10 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 |
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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/Vector2.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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@section CubeMapTextureArray-usage Usage |
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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 BufferTexture |
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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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/** |
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* @brief Constructor |
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* |
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* Creates new OpenGL texture object. |
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* @see @fn_gl{GenTextures} with @def_gl{TEXTURE_CUBE_MAP_ARRAY} |
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*/ |
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explicit CubeMapTextureArray(): AbstractTexture(GL_TEXTURE_CUBE_MAP_ARRAY) {} |
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/** @copydoc Texture::setMinificationFilter() */ |
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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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/** @copydoc Texture::setMagnificationFilter() */ |
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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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/** @copydoc Texture::setWrapping() */ |
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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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/** @copydoc Texture::setBorderColor() */ |
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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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/** @copydoc Texture::setMaxAnisotropy() */ |
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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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* @brief %Image size in given mip level |
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* @param level Mip level |
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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, GL_TEXTURE_CUBE_MAP_ARRAY, level); |
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} |
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/** |
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* @brief Set storage |
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* |
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* Z coordinate of @p size must be multiple of 6. See |
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* @ref Texture::setStorage() for more information. |
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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, _target, levels, internalFormat, size); |
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return *this; |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* @brief Read given mip level of texture to image |
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* @param level Mip level |
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* @param image %Image where to put the data |
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* |
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* See @ref Texture::image(Int, Image&) for more information. |
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* @requires_gl %Texture image queries are not available in OpenGL ES. |
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*/ |
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void image(Int level, Image3D& image) { |
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AbstractTexture::image<3>(GL_TEXTURE_CUBE_MAP_ARRAY, level, image); |
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} |
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/** |
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* @brief Read given mip level of texture to buffer image |
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* @param level Mip level |
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* @param image %Buffer image where to put the data |
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* @param usage %Buffer usage |
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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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* @requires_gl %Texture image queries are not available in OpenGL ES. |
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*/ |
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void image(Int level, BufferImage3D& image, BufferUsage usage) { |
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AbstractTexture::image<3>(GL_TEXTURE_CUBE_MAP_ARRAY, level, image, usage); |
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} |
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#endif |
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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 @ref Image3D, @ref ImageReference3D or |
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* @ref Trade::ImageData3D |
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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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*/ |
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CubeMapTextureArray& setImage(Int level, TextureFormat internalFormat, const ImageReference3D& image) { |
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DataHelper<3>::setImage(*this, GL_TEXTURE_CUBE_MAP_ARRAY, level, internalFormat, image); |
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return *this; |
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} |
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/** @overload */ |
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CubeMapTextureArray& setImage(Int level, TextureFormat internalFormat, BufferImage3D& image) { |
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DataHelper<3>::setImage(*this, GL_TEXTURE_CUBE_MAP_ARRAY, level, internalFormat, image); |
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return *this; |
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} |
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/** @overload */ |
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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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* @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 @ref Image3D, @ref ImageReference3D or |
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* @ref Trade::ImageData3D |
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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, GL_TEXTURE_CUBE_MAP_ARRAY, 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, GL_TEXTURE_CUBE_MAP_ARRAY, 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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/** @copydoc Texture::generateMipmap() */ |
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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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/** @copydoc Texture::invalidateImage() */ |
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void invalidateImage(Int level) { AbstractTexture::invalidateImage(level); } |
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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. +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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#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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