Renderer: Add support for cubemaps

This commit is contained in:
Jérôme Leclercq
2021-06-01 12:30:37 +02:00
parent c243217dd8
commit 465837ff12
14 changed files with 201 additions and 41 deletions

View File

@@ -44,34 +44,65 @@ namespace Nz::GL
context.glTexParameteriv(ToOpenGL(m_target), pname, param);
}
inline void Texture::TexImage2D(GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type)
inline void Texture::TexImage2D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type)
{
return TexImage2D(level, internalFormat, width, height, border, format, type, nullptr);
return TexImage2D(target, level, internalFormat, width, height, border, format, type, nullptr);
}
inline void Texture::TexImage2D(GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* data)
inline void Texture::TexImage2D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* data)
{
m_target = TextureTarget::Target2D;
m_target = target;
const Context& context = EnsureDeviceContext();
context.BindTexture(m_target, m_objectId);
context.glTexImage2D(ToOpenGL(m_target), level, internalFormat, width, height, border, format, type, data);
}
inline void Texture::TexStorage2D(GLint levels, GLint internalFormat, GLsizei width, GLsizei height)
inline void Texture::TexImage3D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type)
{
m_target = TextureTarget::Target2D;
return TexImage3D(target, level, internalFormat, width, height, depth, border, format, type, nullptr);
}
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)
{
m_target = target;
const Context& context = EnsureDeviceContext();
context.BindTexture(m_target, m_objectId);
context.glTexImage3D(ToOpenGL(m_target), level, internalFormat, width, height, depth, border, format, type, data);
}
inline void Texture::TexStorage2D(TextureTarget target, GLint levels, GLint internalFormat, GLsizei width, GLsizei height)
{
m_target = target;
const Context& context = EnsureDeviceContext();
context.BindTexture(m_target, m_objectId);
context.glTexStorage2D(ToOpenGL(m_target), levels, internalFormat, width, height);
}
inline void Texture::TexSubImage2D(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data)
inline void Texture::TexStorage3D(TextureTarget target, GLint levels, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth)
{
m_target = target;
const Context& context = EnsureDeviceContext();
context.BindTexture(m_target, m_objectId);
context.glTexStorage3D(ToOpenGL(m_target), levels, internalFormat, width, height, depth);
}
inline void Texture::TexSubImage2D(TextureTarget target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data)
{
const Context& context = EnsureDeviceContext();
context.BindTexture(m_target, m_objectId);
context.glTexSubImage2D(ToOpenGL(m_target), level, xoffset, yoffset, width, height, format, type, data);
context.glTexSubImage2D(ToOpenGL(target), level, xoffset, yoffset, width, height, format, type, data);
//< TODO: Handle errors
}
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)
{
const Context& context = EnsureDeviceContext();
context.BindTexture(m_target, m_objectId);
context.glTexSubImage3D(ToOpenGL(target), level, xoffset, yoffset, zoffset, width, height, depth, format, type, data);
//< TODO: Handle errors
}