You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

969 lines
45 KiB

#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; }
#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
template<> constexpr GLenum textureTarget<3>() {
#ifndef MAGNUM_TARGET_GLES2
return GL_TEXTURE_3D;
#else
return GL_TEXTURE_3D_OES;
#endif
}
#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_webgl20 3D textures are not available in WebGL 1.0.
@requires_gl 1D textures are not available in OpenGL ES or WebGL.
*/
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 Texture1D class. */
Texture1D = GL_TEXTURE_1D,
/** @deprecated Used implicitly in @ref Texture2D class. */
Texture2D = GL_TEXTURE_2D,
/** @deprecated Used implicitly in @ref Texture3D class. */
Texture3D = GL_TEXTURE_3D,
/** @deprecated Use @ref Texture1DArray class instead. */
Texture1DArray = GL_TEXTURE_1D_ARRAY,
/** @deprecated Use @ref Texture2DArray class instead. */
Texture2DArray = GL_TEXTURE_2D_ARRAY,
/** @deprecated Use @ref MultisampleTexture2D class instead. */
Texture2DMultisample = GL_TEXTURE_2D_MULTISAMPLE,
/** @deprecated Use @ref MultisampleTexture2DArray class instead. */
Texture2DMultisampleArray = GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
/** @deprecated Use @ref 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 Wrap existing OpenGL texture object
* @param id OpenGL 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_1D}, @def_gl{TEXTURE_2D} or
* @def_gl{TEXTURE_3D} based on dimension count. 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 Texture<dimensions> wrap(GLuint id, ObjectFlags flags = {}) {
return Texture<dimensions>{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 wrap(), @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 Texture() "Texture()"
* constructor or dedicated @ref TextureArray,
* @ref MultisampleTexture, @ref 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 Texture, @ref TextureArray,
* @ref MultisampleTexture, @ref 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 neither @extension{ARB,direct_state_access} (part of
* OpenGL 4.5) nor @extension{EXT,direct_state_access} desktop
* extension 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.
* @requires_webgl20 Base level is always `0` in WebGL 1.0.
*/
Texture<dimensions>& setBaseLevel(Int level) {
AbstractTexture::setBaseLevel(level);
return *this;
}
#endif
#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
/**
* @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 neither @extension{ARB,direct_state_access} (part of
* OpenGL 4.5) nor @extension{EXT,direct_state_access} desktop
* extension 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.
* @requires_webgl20 Always set to largest possible value in WebGL 1.0.
*/
Texture<dimensions>& setMaxLevel(Int level) {
AbstractTexture::setMaxLevel(level);
return *this;
}
#endif
/**
* @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 neither @extension{ARB,direct_state_access} (part
* of OpenGL 4.5) nor @extension{EXT,direct_state_access} desktop
* extension 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 neither @extension{ARB,direct_state_access} (part
* of OpenGL 4.5) nor @extension{EXT,direct_state_access} desktop
* extension 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 neither
* @extension{ARB,direct_state_access} (part of OpenGL 4.5) nor
* @extension{EXT,direct_state_access} desktop extension 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.
* @requires_webgl20 Texture LOD parameters are not available in WebGL
* 1.0.
*/
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 neither
* @extension{ARB,direct_state_access} (part of OpenGL 4.5) nor
* @extension{EXT,direct_state_access} desktop extension 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.
* @requires_webgl20 Texture LOD parameters are not available in WebGL
* 1.0.
*/
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 and WebGL.
*/
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 neither @extension{ARB,direct_state_access} (part of OpenGL 4.5)
* nor @extension{EXT,direct_state_access} desktop extension 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;
}
#ifndef MAGNUM_TARGET_WEBGL
/**
* @brief Set border color
* @return Reference to self (for method chaining)
*
* Border color 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
* `{0.0f, 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}
* @requires_gles Border clamp is not available in WebGL.
*/
Texture<dimensions>& setBorderColor(const Color4& color) {
AbstractTexture::setBorderColor(color);
return *this;
}
#endif
#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 clamp is available only for float textures in
* OpenGL ES. Border clamp is not available in WebGL.
*/
Texture<dimensions>& setBorderColor(const Vector4ui& color) {
AbstractTexture::setBorderColor(color);
return *this;
}
/** @overload
* @requires_gl30 Extension @extension{EXT,texture_integer}
* @requires_gl Border clamp is available only for float textures in
* OpenGL ES. Border clamp is not available in WebGL.
*/
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 neither
* @extension{ARB,direct_state_access} (part of OpenGL 4.5) nor
* @extension{EXT,direct_state_access} desktop extension 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;
}
#ifndef MAGNUM_TARGET_WEBGL
/**
* @brief Set sRGB decoding
* @return Reference to self (for method chaining)
*
* Disables or reenables decoding of sRGB values. If neither
* @extension{ARB,direct_state_access} (part of OpenGL 4.5) nor
* @extension{EXT,direct_state_access} desktop extension 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}
* @requires_gles SRGB decode is not available in WebGL.
*/
Texture<dimensions>& setSRGBDecode(bool decode) {
AbstractTexture::setSRGBDecode(decode);
return *this;
}
#endif
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
/**
* @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 neither @extension{ARB,direct_state_access} (part of OpenGL 4.5)
* nor @extension{EXT,direct_state_access} desktop extension 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.
* @requires_gles Texture swizzle is not available in WebGL.
*/
template<char r, char g, char b, char a> Texture<dimensions>& setSwizzle() {
AbstractTexture::setSwizzle<r, g, b, a>();
return *this;
}
#endif
#if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
/**
* @brief Set depth texture comparison mode
* @return Reference to self (for method chaining)
*
* If neither @extension{ARB,direct_state_access} (part of OpenGL 4.5)
* nor @extension{EXT,direct_state_access} desktop extension 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} in
* OpenGL ES 2.0.
* @requires_webgl20 Depth texture comparison is not available in WebGL
* 1.0.
*/
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 neither
* @extension{ARB,direct_state_access} (part of OpenGL 4.5) nor
* @extension{EXT,direct_state_access} desktop extension 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} in
* OpenGL ES 2.0.
* @requires_webgl20 Depth texture comparison is not available in WebGL
* 1.0.
*/
Texture<dimensions>& setCompareFunction(Sampler::CompareFunction function) {
AbstractTexture::setCompareFunction(function);
return *this;
}
#endif
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
/**
* @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 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.
* @requires_gles Stencil texturing is not available in WebGL.
*/
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 neither @extension{ARB,direct_state_access} (part of OpenGL 4.5)
* nor @extension{EXT,direct_state_access} desktop extension 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 neither
* @extension{ARB,direct_state_access} (part of OpenGL 4.5) nor
* @extension{EXT,direct_state_access} desktop extension 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.
* @requires_gles Texture image size queries are not available in
* WebGL.
*/
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 or
* WebGL. See @ref Framebuffer::read() for possible workaround.
*/
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 or
* WebGL. See @ref Framebuffer::read() for possible workaround.
* @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 or
* WebGL. See @ref Framebuffer::read() for possible workaround.
*/
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 or
* WebGL. See @ref Framebuffer::read() for possible workaround.
*/
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 setStorage() and @ref 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.
* @requires_webgl20 Pixel buffer objects are not available in WebGL
* 1.0.
* @deprecated_gl Prefer to use @ref setStorage() and @ref 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.
* @requires_webgl20 Pixel buffer objects are not available in WebGL
* 1.0.
* @deprecated_gl Prefer to use @ref setStorage() and @ref 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 neither @extension{ARB,direct_state_access} (part of OpenGL 4.5)
* nor @extension{EXT,direct_state_access} desktop extension is
* available, the texture is bound before the operation (if not
* already).
* @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}
* @requires_gles 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.
*/
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.
* @requires_webgl20 Pixel buffer objects are not available in WebGL
* 1.0.
*/
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.
* @requires_webgl20 Pixel buffer objects are not available in WebGL
* 1.0.
*/
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 neither @extension{ARB,direct_state_access} (part of OpenGL 4.5)
* nor @extension{EXT,direct_state_access} desktop extension 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 */
#if !defined(DOXYGEN_GENERATING_OUTPUT) && !defined(MAGNUM_TARGET_WEBGL)
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
private:
explicit Texture(GLuint id, ObjectFlags flags) noexcept: AbstractTexture{id, Implementation::textureTarget<dimensions>(), flags} {}
};
#ifndef MAGNUM_TARGET_GLES
/**
@brief One-dimensional texture
@requires_gl Only 2D and 3D textures are available in OpenGL ES and WebGL.
*/
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
@requires_webgl20 3D textures are not available in WebGL 1.0.
*/
typedef Texture<3> Texture3D;
}
#endif