pub struct TextureCubeMap { /* private fields */ }Expand description
A texture that covers all 6 sides of a cube.
Implementations§
Source§impl TextureCubeMap
impl TextureCubeMap
Sourcepub fn new(
context: &Context,
right: &CpuTexture,
left: &CpuTexture,
top: &CpuTexture,
bottom: &CpuTexture,
front: &CpuTexture,
back: &CpuTexture,
) -> Self
pub fn new( context: &Context, right: &CpuTexture, left: &CpuTexture, top: &CpuTexture, bottom: &CpuTexture, front: &CpuTexture, back: &CpuTexture, ) -> Self
Creates a new cube map texture from the given CpuTextures. All of the cpu textures must contain data with the same TextureDataType.
Note: Mip maps will not be generated for RGB16F and RGB32F format, even if mip_map_filter is specified.
Sourcepub fn new_empty<T: TextureDataType>(
context: &Context,
width: u32,
height: u32,
min_filter: Interpolation,
mag_filter: Interpolation,
mipmap: Option<Mipmap>,
wrap_s: Wrapping,
wrap_t: Wrapping,
wrap_r: Wrapping,
) -> Self
pub fn new_empty<T: TextureDataType>( context: &Context, width: u32, height: u32, min_filter: Interpolation, mag_filter: Interpolation, mipmap: Option<Mipmap>, wrap_s: Wrapping, wrap_t: Wrapping, wrap_r: Wrapping, ) -> Self
Creates a new texture cube map.
Note: Mip maps will not be generated for RGB16F and RGB32F format, even if mip_map_filter is specified.
Sourcepub fn fill<T: TextureDataType>(
&self,
right_data: &[T],
left_data: &[T],
top_data: &[T],
bottom_data: &[T],
front_data: &[T],
back_data: &[T],
)
pub fn fill<T: TextureDataType>( &self, right_data: &[T], left_data: &[T], top_data: &[T], bottom_data: &[T], front_data: &[T], back_data: &[T], )
Fills the cube map texture with the given pixel data for the 6 images and generate mip maps if specified at construction.
§Panic
Will panic if the length of the data for all 6 images does not correspond to the width, height and format specified at construction. It is therefore necessary to create a new texture if the texture size or format has changed.
Sourcepub fn new_from_equirectangular<T: PrimitiveDataType + TextureDataType>(
context: &Context,
cpu_texture: &CpuTexture,
) -> Self
pub fn new_from_equirectangular<T: PrimitiveDataType + TextureDataType>( context: &Context, cpu_texture: &CpuTexture, ) -> Self
Creates a new cube texture generated from the equirectangular texture given as input.
Sourcepub fn as_color_target<'a>(
&'a self,
sides: &'a [CubeMapSide],
mip_level: Option<u32>,
) -> ColorTarget<'a>
pub fn as_color_target<'a>( &'a self, sides: &'a [CubeMapSide], mip_level: Option<u32>, ) -> ColorTarget<'a>
Returns a ColorTarget which can be used to clear, write to and read from the given side and mip level of this texture.
Combine this together with a DepthTarget with RenderTarget::new to be able to write to both a depth and color target at the same time.
If None is specified as the mip level, the 0 level mip level is used and mip maps are generated after a write operation if a mip map filter is specified.
Otherwise, the given mip level is used and no mip maps are generated.
Note: DepthTest is disabled if not also writing to a depth texture.
Sourcepub fn number_of_mip_maps(&self) -> u32
pub fn number_of_mip_maps(&self) -> u32
The number of mip maps of this texture.
Sourcepub unsafe fn new_unchecked<T: TextureDataType>(
context: &Context,
width: u32,
height: u32,
min_filter: Interpolation,
mag_filter: Interpolation,
mipmap: Option<Mipmap>,
wrap_s: Wrapping,
wrap_t: Wrapping,
wrap_r: Wrapping,
callback: impl FnOnce(&Self),
) -> Self
pub unsafe fn new_unchecked<T: TextureDataType>( context: &Context, width: u32, height: u32, min_filter: Interpolation, mag_filter: Interpolation, mipmap: Option<Mipmap>, wrap_s: Wrapping, wrap_t: Wrapping, wrap_r: Wrapping, callback: impl FnOnce(&Self), ) -> Self
Creates a new texture where it is up to the caller to allocate and transfer data to the GPU using low-level context calls inside the callback. This function binds the texture and sets the parameters before calling the callback and generates mip maps afterwards.
§Safety
This function is unsafe and should only be used in special cases, for example when you have an uncommon source of data or the data is in a special format like sRGB.