#ifndef MSP_GL_TEXTURECUBE_H_
#define MSP_GL_TEXTURECUBE_H_
+#include <msp/graphics/image.h>
#include "datatype.h"
#include "pixelformat.h"
#include "texture.h"
+#include "vector.h"
+#include <msp/gl/extensions/arb_texture_cube_map.h>
namespace Msp {
namespace GL {
the same size. A cube map texture is addressed by three-dimensional texture
coordinates, with a principal range of [-1, 1]. The face is first selected
according to the largest coordinate, and the remaining two coordinates are used
-to sample the face image.
+to sample the face image. The images are oriented so that the cross product of
+the s and t axes will point into the cube.
All faces of a cube map texture must be allocated for it to be usable.
*/
class TextureCube: public Texture
{
+public:
+ class Loader: public Msp::DataFile::DerivedObjectLoader<TextureCube, Texture::Loader>
+ {
+ public:
+ Loader(TextureCube &);
+ Loader(TextureCube &, Collection &);
+ private:
+ void init();
+
+ void image_data(TextureCubeFace, const std::string &);
+ void raw_data(TextureCubeFace, const std::string &);
+ void storage(PixelFormat, unsigned);
+ };
+
private:
PixelFormat ifmt;
unsigned size;
unsigned allocated;
+ static Vector3 directions[6];
+
public:
TextureCube();
int x, int y, unsigned w, unsigned h,
PixelFormat fmt, DataType type, const void *data);
+ void image(TextureCubeFace, const Graphics::Image &, bool = false);
+
unsigned get_size() const { return size; }
private:
unsigned get_level_size(unsigned);
+
+public:
+ /** Translates indices into face constants. Valid indices are between 0
+ and 5, inclusive. */
+ static TextureCubeFace enumerate_faces(unsigned);
+
+ /** Returns a vector pointing out of the face. */
+ static const Vector3 &get_face_direction(TextureCubeFace);
+
+ /** Returns a vector in the direction of the s axis of the face. */
+ static const Vector3 &get_s_direction(TextureCubeFace);
+
+ /** Returns a vector in the direction of the t axis of the face. */
+ static const Vector3 &get_t_direction(TextureCubeFace);
+
+ /** Returns a vector pointing to the center a texel. */
+ Vector3 get_texel_direction(TextureCubeFace, unsigned, unsigned);
+
+ virtual AsyncLoader *load(IO::Seekable &) { return 0; }
+ virtual UInt64 get_data_size() const;
+ virtual void unload() { }
};
+void operator>>(const LexicalConverter &, TextureCubeFace &);
+
} // namespace GL
} // namespace Msp