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use crate::core::texture::*;
///
/// An array of 2D depth textures that can be rendered into and read from. See also [RenderTarget] and [DepthTarget].
///
pub struct DepthTexture2DArray {
context: Context,
id: crate::context::Texture,
width: u32,
height: u32,
depth: u32,
}
impl DepthTexture2DArray {
///
/// Creates a new array of depth textures.
///
pub fn new<T: DepthTextureDataType>(
context: &Context,
width: u32,
height: u32,
depth: u32,
wrap_s: Wrapping,
wrap_t: Wrapping,
) -> Self {
let id = generate(context);
let texture = Self {
context: context.clone(),
id,
width,
height,
depth,
};
texture.bind();
set_parameters(
context,
crate::context::TEXTURE_2D_ARRAY,
Interpolation::Nearest,
Interpolation::Nearest,
None,
wrap_s,
wrap_t,
None,
);
unsafe {
context.tex_storage_3d(
crate::context::TEXTURE_2D_ARRAY,
1,
T::internal_format(),
width as i32,
height as i32,
depth as i32,
);
}
texture
}
///
/// Returns a [DepthTarget] which can be used to clear, write to and read from the given layer 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, layer: u32) -> DepthTarget<'_> {
DepthTarget::new_texture_2d_array(&self.context, self, layer)
}
/// The width of this texture.
pub fn width(&self) -> u32 {
self.width
}
/// The height of this texture.
pub fn height(&self) -> u32 {
self.height
}
/// The number of layers.
pub fn depth(&self) -> u32 {
self.depth
}
pub(in crate::core) fn bind_as_depth_target(&self, layer: u32) {
unsafe {
self.context.framebuffer_texture_layer(
crate::context::DRAW_FRAMEBUFFER,
crate::context::DEPTH_ATTACHMENT,
Some(self.id),
0,
layer as i32,
);
}
}
pub(in crate::core) fn bind(&self) {
unsafe {
self.context
.bind_texture(crate::context::TEXTURE_2D_ARRAY, Some(self.id));
}
}
}
impl Drop for DepthTexture2DArray {
fn drop(&mut self) {
unsafe {
self.context.delete_texture(self.id);
}
}
}