+++ /dev/null
-#include "arb_texture_cube_map.h"
-#include "bindable.h"
-#include "error.h"
-#include "texturecube.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-Vector3 TextureCube::directions[6] =
-{
- Vector3(1, 0, 0),
- Vector3(-1, 0, 0),
- Vector3(0, 1, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, 1),
- Vector3(0, 0, -1)
-};
-
-TextureCube::TextureCube():
- Texture(GL_TEXTURE_CUBE_MAP),
- size(0),
- allocated(0)
-{
- static Require _req(ARB_texture_cube_map);
-}
-
-void TextureCube::storage(PixelFormat fmt, unsigned sz)
-{
- if(size>0)
- throw invalid_operation("TextureCube::storage");
- if(sz==0)
- throw invalid_argument("TextureCube::storage");
- require_pixelformat(fmt);
-
- ifmt = fmt;
- size = sz;
-}
-
-void TextureCube::allocate(unsigned level)
-{
- if(allocated&(1<<level))
- return;
-
- for(unsigned i=0; i<6; ++i)
- image(enumerate_faces(i), level, get_base_pixelformat(ifmt), UNSIGNED_BYTE, 0);
-}
-
-void TextureCube::image(TextureCubeFace face, unsigned level, PixelFormat fmt, DataType type, const void *data)
-{
- if(size==0)
- throw invalid_operation("TextureCube::image");
-
- unsigned s = get_level_size(level);
- if(s==0)
- throw invalid_argument("TextureCube::image");
-
- Bind _bind(this, true);
- glTexImage2D(face, level, ifmt, s, s, 0, fmt, type, data);
-
- // XXX Allocation should be tracked per-face, but we'll run out of bits
- allocated |= 1<<level;
- if(gen_mipmap && level==0)
- {
- for(; s; s>>=1, ++level) ;
- allocated |= (1<<level)-1;
- }
-}
-
-unsigned TextureCube::get_level_size(unsigned level)
-{
- return size>>level;
-}
-
-TextureCubeFace TextureCube::enumerate_faces(unsigned i)
-{
- switch(i)
- {
- case 0: return POSITIVE_X;
- case 1: return NEGATIVE_X;
- case 2: return POSITIVE_Y;
- case 3: return NEGATIVE_Y;
- case 4: return POSITIVE_Z;
- case 5: return NEGATIVE_Z;
- default: throw out_of_range("TextureCube::enumerate_faces");
- }
-}
-
-const Vector3 &TextureCube::get_face_direction(TextureCubeFace face)
-{
- switch(face)
- {
- case POSITIVE_X: return directions[0];
- case NEGATIVE_X: return directions[1];
- case POSITIVE_Y: return directions[2];
- case NEGATIVE_Y: return directions[3];
- case POSITIVE_Z: return directions[4];
- case NEGATIVE_Z: return directions[5];
- default: throw invalid_argument("TextureCube::get_face_direction");
- }
-}
-
-const Vector3 &TextureCube::get_s_direction(TextureCubeFace face)
-{
- switch(face)
- {
- case POSITIVE_X: return directions[5];
- case NEGATIVE_X: return directions[4];
- case POSITIVE_Y: return directions[0];
- case NEGATIVE_Y: return directions[0];
- case POSITIVE_Z: return directions[0];
- case NEGATIVE_Z: return directions[1];
- default: throw invalid_argument("TextureCube::get_s_direction");
- }
-}
-
-const Vector3 &TextureCube::get_t_direction(TextureCubeFace face)
-{
- switch(face)
- {
- case POSITIVE_X: return directions[3];
- case NEGATIVE_X: return directions[3];
- case POSITIVE_Y: return directions[4];
- case NEGATIVE_Y: return directions[5];
- case POSITIVE_Z: return directions[3];
- case NEGATIVE_Z: return directions[3];
- default: throw invalid_argument("TextureCube::get_t_direction");
- }
-}
-
-Vector3 TextureCube::get_texel_direction(TextureCubeFace face, unsigned u, unsigned v)
-{
- float s = (u+0.5f)*2.0f/size-1.0f;
- float t = (v+0.5f)*2.0f/size-1.0f;
- const Vector3 &fv = get_face_direction(face);
- const Vector3 &sv = get_s_direction(face);
- const Vector3 &tv = get_t_direction(face);
- return Vector3(fv.x+s*sv.x, fv.y+t*tv.y, fv.z+s*sv.z+t*tv.z);
-}
-
-} // namespace GL
-} // namespace Msp