namespace Msp {
namespace GL {
-const TextureCubeFace TextureCube::face_order[6] =
-{
- POSITIVE_X,
- NEGATIVE_X,
- POSITIVE_Y,
- NEGATIVE_Y,
- POSITIVE_Z,
- NEGATIVE_Z
-};
-
const Vector3 TextureCube::directions[6] =
{
Vector3(1, 0, 0),
{
unsigned lv_size = get_level_size(i);
for(unsigned j=0; j<6; ++j)
- glTexImage2D(enumerate_faces(j), i, gl_fmt, lv_size, lv_size, 0, comp, type, 0);
+ glTexImage2D(get_gl_cube_face(static_cast<TextureCubeFace>(j)), i, gl_fmt, lv_size, lv_size, 0, comp, type, 0);
}
glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, levels-1);
}
if(level>=levels)
throw out_of_range("TextureCube::sub_image");
+ GLenum gl_face = get_gl_cube_face(face);
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, get_face_index(face), wd, ht, 1, comp, type, data);
+ glTextureSubImage3D(id, level, x, y, face, wd, ht, 1, comp, type, data);
else
{
bind_scratch();
- glTexSubImage2D(face, level, x, y, wd, ht, comp, type, data);
+ glTexSubImage2D(gl_face, level, x, y, wd, ht, comp, type, data);
}
}
const char *pixels = reinterpret_cast<const char *>(img.get_pixels());
unsigned face_size = img.get_stride()*size;
for(unsigned i=0; i<6; ++i)
- image(enumerate_faces(i), 0, pixels+i*face_size);
+ image(static_cast<TextureCubeFace>(i), 0, pixels+i*face_size);
}
unsigned TextureCube::get_n_levels() const
return size>>level;
}
-TextureCubeFace TextureCube::enumerate_faces(unsigned i)
-{
- if(i>=6)
- throw out_of_range("TextureCube::enumerate_faces");
- return face_order[i];
-}
-
-unsigned TextureCube::get_face_index(TextureCubeFace face)
-{
- switch(face)
- {
- case POSITIVE_X: return 0;
- case NEGATIVE_X: return 1;
- case POSITIVE_Y: return 2;
- case NEGATIVE_Y: return 3;
- case POSITIVE_Z: return 4;
- case NEGATIVE_Z: return 5;
- default: throw invalid_argument("TextureCube::get_face_index");
- }
-}
-
const Vector3 &TextureCube::get_face_direction(TextureCubeFace face)
{
- return directions[get_face_index(face)];
+ return directions[face];
}
const Vector3 &TextureCube::get_s_direction(TextureCubeFace face)
{
- return directions[orientations[get_face_index(face)*2]];
+ return directions[orientations[face*2]];
}
const Vector3 &TextureCube::get_t_direction(TextureCubeFace face)
{
- return directions[orientations[get_face_index(face)*2+1]];
+ return directions[orientations[face*2+1]];
}
Vector3 TextureCube::get_texel_direction(TextureCubeFace face, unsigned u, unsigned v)
}
+GLenum get_gl_cube_face(TextureCubeFace face)
+{
+ switch(face)
+ {
+ case POSITIVE_X: return GL_TEXTURE_CUBE_MAP_POSITIVE_X;
+ case NEGATIVE_X: return GL_TEXTURE_CUBE_MAP_NEGATIVE_X;
+ case POSITIVE_Y: return GL_TEXTURE_CUBE_MAP_POSITIVE_Y;
+ case NEGATIVE_Y: return GL_TEXTURE_CUBE_MAP_NEGATIVE_Y;
+ case POSITIVE_Z: return GL_TEXTURE_CUBE_MAP_POSITIVE_Z;
+ case NEGATIVE_Z: return GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
+ default: throw invalid_argument("get_gl_cube_face");
+ }
+}
+
void operator>>(const LexicalConverter &conv, TextureCubeFace &face)
{
const string &str = conv.get();