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use crate::core::texture::*;
///
/// A depth texture cube map that can be rendered into and read from. See also [RenderTarget] and [DepthTarget].
///
pub struct DepthTextureCubeMap {
context: Context,
id: crate::context::Texture,
width: u32,
height: u32,
}
impl DepthTextureCubeMap {
///
/// Creates a new depth texture cube map.
///
pub fn new<T: DepthTextureDataType>(
context: &Context,
width: u32,
height: u32,
wrap_s: Wrapping,
wrap_t: Wrapping,
wrap_r: Wrapping,
) -> Self {
let id = generate(context);
let texture = Self {
context: context.clone(),
id,
width,
height,
};
texture.bind();
set_parameters(
context,
crate::context::TEXTURE_CUBE_MAP,
Interpolation::Nearest,
Interpolation::Nearest,
None,
wrap_s,
wrap_t,
Some(wrap_r),
);
unsafe {
context.tex_storage_2d(
crate::context::TEXTURE_CUBE_MAP,
1,
T::internal_format(),
width as i32,
height as i32,
);
}
texture
}
///
/// Returns a [DepthTarget] which can be used to clear, write to and read from the given side of this texture.
/// Combine this together with a [ColorTarget] with [RenderTarget::new] to be able to write to both a depth and color target at the same time.
///
pub fn as_depth_target(&mut self, side: CubeMapSide) -> DepthTarget<'_> {
DepthTarget::new_texture_cube_map(&self.context, self, side)
}
/// The width of this texture.
pub fn width(&self) -> u32 {
self.width
}
/// The height of this texture.
pub fn height(&self) -> u32 {
self.height
}
pub(in crate::core) fn bind_as_depth_target(&self, side: CubeMapSide) {
unsafe {
self.context.framebuffer_texture_2d(
crate::context::DRAW_FRAMEBUFFER,
crate::context::DEPTH_ATTACHMENT,
side.to_const(),
Some(self.id),
0,
);
}
}
pub(in crate::core) fn bind(&self) {
unsafe {
self.context
.bind_texture(crate::context::TEXTURE_CUBE_MAP, Some(self.id));
}
}
}
impl Drop for DepthTextureCubeMap {
fn drop(&mut self) {
unsafe {
self.context.delete_texture(self.id);
}
}
}