/** * @file llcubemaparray.h * @brief LLCubeMap class definition * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2022, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #pragma once #include "llgl.h" #include <vector> class LLVector3; class LLCubeMapArray : public LLRefCount { public: LLCubeMapArray(); static GLenum sTargets[6]; // look and up vectors for each cube face (agent space) static LLVector3 sLookVecs[6]; static LLVector3 sUpVecs[6]; // look and up vectors for each cube face (clip space) static LLVector3 sClipToCubeLookVecs[6]; static LLVector3 sClipToCubeUpVecs[6]; // allocate a cube map array // res - resolution of each cube face // components - number of components per pixel // count - number of cube maps in the array // use_mips - if true, mipmaps will be allocated for this cube map array and anisotropic filtering will be used void allocate(U32 res, U32 components, U32 count, bool use_mips = true); void bind(S32 stage); void unbind(); GLuint getGLName(); void destroyGL(); // get width of cubemaps in array (they're cubes, so this is also the height) U32 getWidth() const { return mWidth; } // get number of cubemaps in the array U32 getCount() const { return mCount; } protected: friend class LLTexUnit; ~LLCubeMapArray(); LLPointer<LLImageGL> mImage; U32 mWidth = 0; U32 mCount = 0; S32 mTextureStage; };