#include <cmath>
-#include <msp/gl/extensions/arb_direct_state_access.h>
-#include <msp/gl/extensions/arb_texture_storage.h>
-#include <msp/gl/extensions/ext_texture3d.h>
-#include <msp/gl/extensions/ext_texture_array.h>
-#include <msp/graphics/image.h>
#include "error.h"
#include "texture3d.h"
namespace Msp {
namespace GL {
-Texture3D::Texture3D(GLenum t):
- Texture(t),
- width(0),
- height(0),
- depth(0)
+Texture3D::Texture3D(unsigned t):
+ Texture3DBackend(t)
{ }
-Texture3D::Texture3D():
- Texture(GL_TEXTURE_3D),
- width(0),
- height(0),
- depth(0)
-{
- static Require _req(EXT_texture3D);
-}
-
void Texture3D::storage(PixelFormat fmt, unsigned wd, unsigned ht, unsigned dp, unsigned lv)
{
if(width>0)
if(lv>0)
levels = min(levels, lv);
- GLenum gl_fmt = get_gl_pixelformat(storage_fmt);
- if(ARB_texture_storage)
- {
- if(ARB_direct_state_access)
- glTextureStorage3D(id, levels, gl_fmt, width, height, depth);
- else
- {
- bind_scratch();
- glTexStorage3D(target, levels, gl_fmt, width, height, depth);
- }
- }
- else
- {
- bind_scratch();
- GLenum comp = get_gl_components(get_components(storage_fmt));
- GLenum type = get_gl_type(get_component_type(storage_fmt));
- for(unsigned i=0; i<levels; ++i)
- {
- LinAl::Vector<unsigned, 3> lv_size = get_level_size(i);
- glTexImage3D(target, i, gl_fmt, lv_size.x, lv_size.y, lv_size.z, 0, comp, type, 0);
- }
- glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, levels-1);
- }
-
- apply_swizzle();
+ allocate();
}
void Texture3D::image(unsigned level, const void *data)
if(level>=levels)
throw out_of_range("Texture3D::sub_image");
- GLenum comp = get_gl_components(get_components(storage_fmt));
- GLenum type = get_gl_type(get_component_type(storage_fmt));
- if(ARB_direct_state_access)
- glTextureSubImage3D(id, level, x, y, z, wd, ht, dp, comp, type, data);
- else
- {
- bind_scratch();
- glTexSubImage3D(target, level, x, y, z, wd, ht, dp, comp, type, data);
- }
+ Texture3DBackend::sub_image(level, x, y, z, wd, ht, dp, data);
}
void Texture3D::image(const Graphics::Image &img, unsigned lv)
unsigned Texture3D::get_n_levels() const
{
unsigned s = max(width, height);
- if(target!=GL_TEXTURE_2D_ARRAY)
+ if(!is_array())
s = max(s, depth);
unsigned n = 0;
for(; s; s>>=1, ++n) ;
unsigned w = width>>level;
unsigned h = height>>level;
unsigned d = depth;
- if(target!=GL_TEXTURE_2D_ARRAY)
+ if(!is_array())
d >>= level;
if(!w && (h || d))