using System; using System.Runtime.CompilerServices; namespace BansheeEngine { /// /// A cube texture. Cube texture consists of six two dimensional texture faces that can be accessed separately. /// public sealed class TextureCube : Texture { /// /// Constructor for internal use by the runtime. /// private TextureCube() { } /// /// Creates a new blank cube texture. /// /// Width of a single face of the texture in pixels. /// Height of a single face of the texture in pixels. /// Format of the pixels. /// Describes planned texture use. /// If higher than 1, texture containing multiple samples per pixel is created. /// Should the texture allocate memory for the entire mip-map chain or only the top level. /// /// If true the texture data is assumed to have be gamma corrected and will be /// converted back to linear space when sampled on GPU, and converted to gamma space /// before being written by the GPU. public TextureCube(PixelFormat format, int width, int height, TextureUsage usage = TextureUsage.Default, int numSamples = 1, bool hasMipmaps = false, bool gammaCorrection = false) { Internal_CreateInstance(this, format, width, height, usage, numSamples, hasMipmaps, gammaCorrection); } /// /// Returns pixels for the specified mip level of the specified face. Pixels will be read from system memory, /// which means the texture has to be created with . If the texture was updated /// from the GPU the pixels retrieved from this method will not reflect that, and you should use /// instead. /// /// Face of the cube to access. /// Mip level to retrieve pixels for. Top level (0) is the highest quality. /// A set of pixels for the specified mip level. public PixelData GetPixels(CubeFace face = CubeFace.PositiveX, int mipLevel = 0) { return Internal_GetPixels(mCachedPtr, face, mipLevel); } /// /// Sets pixels for the specified mip level of the specified face.. /// /// Pixels to assign to the specified mip level. Pixel data must match the mip level size /// and texture pixel format. /// Face of the cube to access. /// Mip level to set pixels for. Top level (0) is the highest quality. public void SetPixels(PixelData data, CubeFace face = CubeFace.PositiveX, int mipLevel = 0) { Internal_SetPixels(mCachedPtr, data, face, mipLevel); } /// /// Reads texture pixels directly from the GPU. This is similar to but the texture doesn't /// need to be created with , and the data will contain any updates performed by /// the GPU. This method can be potentially slow as it introduces a CPU-GPU synchronization point. Additionally /// this method is asynchronous which means the data is not available immediately. /// /// Face of the cube to access. /// Mip level to retrieve pixels for. Top level (0) is the highest quality. /// object that will contain object when the operation /// completes. public AsyncOp GetGPUPixels(CubeFace face = CubeFace.PositiveX, int mipLevel = 0) { return Internal_GetGPUPixels(mCachedPtr, face, mipLevel); } [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_CreateInstance(TextureCube instance, PixelFormat format, int width, int height, TextureUsage usage, int numSamples, bool hasMipmaps, bool gammaCorrection); [MethodImpl(MethodImplOptions.InternalCall)] private static extern PixelData Internal_GetPixels(IntPtr thisPtr, CubeFace face, int mipLevel); [MethodImpl(MethodImplOptions.InternalCall)] private static extern AsyncOp Internal_GetGPUPixels(IntPtr thisPtr, CubeFace face, int mipLevel); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetPixels(IntPtr thisPtr, PixelData data, CubeFace face, int mipLevel); } /// /// Indices for the faces of a cube texture. /// public enum CubeFace { PositiveX = 0, NegativeX = 1, PositiveY = 2, NegativeY = 3, PositiveZ = 4, NegativeZ = 5, } }