X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Ftexturecube.h;h=0d23884f1458626b954f2a6badd871d38ff9026f;hb=2157e9320c60d561208dfdf6034e9a06781c9f30;hp=c8e18a11df59adfc123db32460999a5ad90acba8;hpb=70153a4e27eeebc7e0a91de122f45eff6296cb71;p=libs%2Fgl.git diff --git a/source/texturecube.h b/source/texturecube.h index c8e18a11..0d23884f 100644 --- a/source/texturecube.h +++ b/source/texturecube.h @@ -4,6 +4,7 @@ #include "datatype.h" #include "pixelformat.h" #include "texture.h" +#include "vector.h" namespace Msp { namespace GL { @@ -21,8 +22,10 @@ enum TextureCubeFace /** Cube map texture, consisting of six square faces. All of the faces must be of the same size. A cube map texture is addressed by three-dimensional texture -coordinates. The face is first selected according to the largest coordinate, -and the remaining two coordinates are used to sample the face image. +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. 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. @@ -35,6 +38,8 @@ private: unsigned size; unsigned allocated; + static Vector3 directions[6]; + public: TextureCube(); @@ -62,6 +67,23 @@ public: 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); }; } // namespace GL