namespace Msp {
namespace GL {
+TextureCubeFace TextureCube::face_order[6] =
+{
+ POSITIVE_X,
+ NEGATIVE_X,
+ POSITIVE_Y,
+ NEGATIVE_Y,
+ POSITIVE_Z,
+ NEGATIVE_Z
+};
+
Vector3 TextureCube::directions[6] =
{
Vector3(1, 0, 0),
Vector3(0, 0, -1)
};
+unsigned TextureCube::orientations[12] =
+{
+ 5, 3,
+ 4, 3,
+ 0, 4,
+ 0, 5,
+ 0, 3,
+ 1, 3
+};
+
TextureCube::TextureCube():
Texture(GL_TEXTURE_CUBE_MAP),
- ifmt(RGB),
size(0),
allocated(0)
{
static Require _req(ARB_texture_cube_map);
}
-void TextureCube::storage(PixelFormat fmt, unsigned sz)
+void TextureCube::storage(PixelFormat fmt, unsigned sz, unsigned lv)
{
if(size>0)
throw invalid_operation("TextureCube::storage");
if(sz==0)
throw invalid_argument("TextureCube::storage");
- if(MSP_sized_internal_formats)
- fmt = get_sized_pixelformat(fmt);
- require_pixelformat(fmt);
-
- ifmt = fmt;
+ set_internal_format(fmt);
size = sz;
+ levels = get_n_levels();
+ if(lv>0)
+ levels = min(levels, lv);
}
void TextureCube::allocate(unsigned level)
{
+ if(size==0)
+ throw invalid_operation("TextureCube::allocate");
+ if(level>=levels)
+ throw invalid_argument("TextureCube::allocate");
if(allocated&(1<<level))
return;
if(ARB_texture_storage)
{
BindRestore _bind(this);
- unsigned n_levels = (is_mipmapped(min_filter) ? get_n_levels() : 1);
- glTexStorage2D(target, n_levels, ifmt, size, size);
- allocated |= (1<<n_levels)-1;
+ glTexStorage2D(target, levels, ifmt, size, size);
+ allocated |= (1<<levels)-1;
}
else
{
return sub_image(face, level, 0, 0, s, s, fmt, type, data);
BindRestore _bind(this);
- glTexImage2D(face, level, ifmt, s, s, 0, fmt, type, data);
+ glTexImage2D(face, level, ifmt, s, s, 0, get_upload_format(fmt), type, data);
// XXX Allocation should be tracked per-face, but we'll run out of bits
allocated |= 1<<level;
BindRestore _bind(this);
allocate(level);
- glTexSubImage2D(face, level, x, y, wd, ht, fmt, type, data);
+ glTexSubImage2D(face, level, x, y, wd, ht, get_upload_format(fmt), type, data);
if(gen_mipmap && level==0)
auto_generate_mipmap();
PixelFormat fmt = pixelformat_from_graphics(img.get_format());
if(size==0)
- storage(storage_pixelformat_from_graphics(img.get_format(), srgb), w);
+ {
+ unsigned l = (is_mipmapped(min_filter) ? mipmap_levels ? mipmap_levels : 0 : 1);
+ storage(storage_pixelformat_from_graphics(img.get_format(), srgb), w, l);
+ }
else if(w!=size || h!=size)
throw incompatible_data("TextureCube::image");
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");
- }
+ if(i>=6)
+ throw out_of_range("TextureCube::enumerate_faces");
+ return face_order[i];
}
-const Vector3 &TextureCube::get_face_direction(TextureCubeFace face)
+unsigned TextureCube::get_face_index(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");
+ 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)];
+}
+
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");
- }
+ return directions[orientations[get_face_index(face)*2]];
}
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");
- }
+ return directions[orientations[get_face_index(face)*2+1]];
}
Vector3 TextureCube::get_texel_direction(TextureCubeFace face, unsigned u, unsigned v)