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@@ -3,28 +3,72 @@ using System.Runtime.CompilerServices;
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namespace BansheeEngine
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{
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+ /// <summary>
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+ /// A cube texture. Cube texture consists of six two dimensional texture faces that can be accessed separately.
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+ /// </summary>
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public sealed class TextureCube : Texture
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{
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- // For internal use by the runtime
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+ /// <summary>
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+ /// Constructor for internal use by the runtime.
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+ /// </summary>
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private TextureCube()
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{ }
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+ /// <summary>
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+ /// Creates a new blank cube texture.
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+ /// </summary>
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+ /// <param name="width">Width of a single face of the texture in pixels.</param>
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+ /// <param name="height">Height of a single face of the texture in pixels.</param>
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+ /// <param name="format">Format of the pixels.</param>
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+ /// <param name="usage">Describes planned texture use.</param>
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+ /// <param name="numSamples">If higher than 1, texture containing multiple samples per pixel is created.</param>
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+ /// <param name="hasMipmaps">Should the texture allocate memory for the entire mip-map chain or only the top level.
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+ /// </param>
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+ /// <param name="gammaCorrection">If true the texture data is assumed to have be gamma corrected and will be
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+ /// converted back to linear space when sampled on GPU, and converted to gamma space
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+ /// before being written by the GPU.</param>
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public TextureCube(PixelFormat format, int width, int height, TextureUsage usage = TextureUsage.Default,
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int numSamples = 1, bool hasMipmaps = false, bool gammaCorrection = false)
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{
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Internal_CreateInstance(this, format, width, height, usage, numSamples, hasMipmaps, gammaCorrection);
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}
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+ /// <summary>
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+ /// Returns pixels for the specified mip level of the specified face. Pixels will be read from system memory,
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+ /// which means the texture has to be created with <see cref="TextureUsage.CPUCached"/>. If the texture was updated
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+ /// from the GPU the pixels retrieved from this method will not reflect that, and you should use
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+ /// <see cref="GetGPUPixels"/> instead.
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+ /// </summary>
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+ /// <param name="face">Face of the cube to access.</param>
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+ /// <param name="mipLevel">Mip level to retrieve pixels for. Top level (0) is the highest quality.</param>
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+ /// <returns>A set of pixels for the specified mip level.</returns>
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public PixelData GetPixels(CubeFace face = CubeFace.PositiveX, int mipLevel = 0)
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{
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return Internal_GetPixels(mCachedPtr, face, mipLevel);
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}
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+ /// <summary>
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+ /// Sets pixels for the specified mip level of the specified face..
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+ /// </summary>
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+ /// <param name="data">Pixels to assign to the specified mip level. Pixel data must match the mip level size
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+ /// and texture pixel format.</param>
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+ /// <param name="face">Face of the cube to access.</param>
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+ /// <param name="mipLevel">Mip level to set pixels for. Top level (0) is the highest quality.</param>
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public void SetPixels(PixelData data, CubeFace face = CubeFace.PositiveX, int mipLevel = 0)
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{
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Internal_SetPixels(mCachedPtr, data, face, mipLevel);
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}
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+ /// <summary>
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+ /// Reads texture pixels directly from the GPU. This is similar to <see cref="GetPixels"/> but the texture doesn't
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+ /// need to be created with <see cref="TextureUsage.CPUCached"/>, and the data will contain any updates performed by
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+ /// the GPU. This method can be potentially slow as it introduces a CPU-GPU synchronization point. Additionally
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+ /// this method is asynchronous which means the data is not available immediately.
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+ /// </summary>
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+ /// <param name="face">Face of the cube to access.</param>
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+ /// <param name="mipLevel">Mip level to retrieve pixels for. Top level (0) is the highest quality.</param>
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+ /// <returns><see cref="AsyncOp"/> object that will contain <see cref="PixelData"/> object when the operation
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+ /// completes.</returns>
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public AsyncOp GetGPUPixels(CubeFace face = CubeFace.PositiveX, int mipLevel = 0)
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{
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return Internal_GetGPUPixels(mCachedPtr, face, mipLevel);
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@@ -44,6 +88,9 @@ namespace BansheeEngine
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private static extern void Internal_SetPixels(IntPtr thisPtr, PixelData data, CubeFace face, int mipLevel);
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}
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+ /// <summary>
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+ /// Indices for the faces of a cube texture.
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+ /// </summary>
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public enum CubeFace
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{
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PositiveX = 0,
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