Renderer: Add support for cubemaps
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@@ -244,10 +244,16 @@ namespace Nz
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{
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switch (textureTarget)
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{
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case GL::TextureTarget::Cubemap: return GL_TEXTURE_CUBE_MAP;
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case GL::TextureTarget::Target2D: return GL_TEXTURE_2D;
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case GL::TextureTarget::Target2D_Array: return GL_TEXTURE_2D_ARRAY;
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case GL::TextureTarget::Target3D: return GL_TEXTURE_3D;
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case GL::TextureTarget::Cubemap: return GL_TEXTURE_CUBE_MAP;
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case GL::TextureTarget::CubemapNegativeX: return GL_TEXTURE_CUBE_MAP_NEGATIVE_X;
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case GL::TextureTarget::CubemapNegativeY: return GL_TEXTURE_CUBE_MAP_NEGATIVE_Y;
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case GL::TextureTarget::CubemapNegativeZ: return GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
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case GL::TextureTarget::CubemapPositiveX: return GL_TEXTURE_CUBE_MAP_POSITIVE_X;
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case GL::TextureTarget::CubemapPositiveY: return GL_TEXTURE_CUBE_MAP_POSITIVE_Y;
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case GL::TextureTarget::CubemapPositiveZ: return GL_TEXTURE_CUBE_MAP_POSITIVE_Z;
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case GL::TextureTarget::Target2D: return GL_TEXTURE_2D;
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case GL::TextureTarget::Target2D_Array: return GL_TEXTURE_2D_ARRAY;
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case GL::TextureTarget::Target3D: return GL_TEXTURE_3D;
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}
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NazaraError("Unhandled GL::TextureTarget 0x" + NumberToString(UnderlyingCast(textureTarget), 16));
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@@ -72,6 +72,12 @@ namespace Nz::GL
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enum class TextureTarget
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{
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Cubemap,
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CubemapNegativeX,
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CubemapNegativeY,
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CubemapNegativeZ,
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CubemapPositiveX,
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CubemapPositiveY,
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CubemapPositiveZ,
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Target2D,
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Target2D_Array,
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Target3D,
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@@ -29,10 +29,14 @@ namespace Nz::GL
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inline void SetParameterfv(GLenum pname, const GLfloat* param);
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inline void SetParameteriv(GLenum pname, const GLint* param);
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inline void TexImage2D(GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type);
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inline void TexImage2D(GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* data);
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inline void TexStorage2D(GLint levels, GLint internalFormat, GLsizei width, GLsizei height);
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inline void TexSubImage2D(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data);
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inline void TexImage2D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type);
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inline void TexImage2D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* data);
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inline void TexImage3D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type);
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inline void TexImage3D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* data);
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inline void TexStorage2D(TextureTarget target, GLint levels, GLint internalFormat, GLsizei width, GLsizei height);
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inline void TexStorage3D(TextureTarget target, GLint levels, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth);
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inline void TexSubImage2D(TextureTarget target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data);
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inline void TexSubImage3D(TextureTarget target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* data);
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Texture& operator=(const Texture&) = delete;
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Texture& operator=(Texture&&) noexcept = default;
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@@ -44,34 +44,65 @@ namespace Nz::GL
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context.glTexParameteriv(ToOpenGL(m_target), pname, param);
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}
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inline void Texture::TexImage2D(GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type)
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inline void Texture::TexImage2D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type)
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{
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return TexImage2D(level, internalFormat, width, height, border, format, type, nullptr);
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return TexImage2D(target, level, internalFormat, width, height, border, format, type, nullptr);
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}
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inline void Texture::TexImage2D(GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* data)
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inline void Texture::TexImage2D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* data)
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{
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m_target = TextureTarget::Target2D;
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m_target = target;
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexImage2D(ToOpenGL(m_target), level, internalFormat, width, height, border, format, type, data);
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}
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inline void Texture::TexStorage2D(GLint levels, GLint internalFormat, GLsizei width, GLsizei height)
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inline void Texture::TexImage3D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type)
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{
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m_target = TextureTarget::Target2D;
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return TexImage3D(target, level, internalFormat, width, height, depth, border, format, type, nullptr);
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}
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inline void Texture::TexImage3D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* data)
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{
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m_target = target;
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexImage3D(ToOpenGL(m_target), level, internalFormat, width, height, depth, border, format, type, data);
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}
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inline void Texture::TexStorage2D(TextureTarget target, GLint levels, GLint internalFormat, GLsizei width, GLsizei height)
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{
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m_target = target;
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexStorage2D(ToOpenGL(m_target), levels, internalFormat, width, height);
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}
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inline void Texture::TexSubImage2D(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data)
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inline void Texture::TexStorage3D(TextureTarget target, GLint levels, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth)
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{
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m_target = target;
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexStorage3D(ToOpenGL(m_target), levels, internalFormat, width, height, depth);
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}
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inline void Texture::TexSubImage2D(TextureTarget target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data)
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{
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexSubImage2D(ToOpenGL(m_target), level, xoffset, yoffset, width, height, format, type, data);
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context.glTexSubImage2D(ToOpenGL(target), level, xoffset, yoffset, width, height, format, type, data);
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//< TODO: Handle errors
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}
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inline void Texture::TexSubImage3D(TextureTarget target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* data)
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{
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexSubImage3D(ToOpenGL(target), level, xoffset, yoffset, zoffset, width, height, depth, format, type, data);
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//< TODO: Handle errors
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}
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