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,
}
}