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/**
* @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;
};
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