module Mittsu class CubeTexture def set(slot, renderer) @renderer = renderer if image.length == 6 if needs_update? if !image[:_opengl_texture_cube] add_event_listener(:dispose, @renderer.method(:on_texture_dispose)) image[:_opengl_texture_cube] = GL.CreateTexture @renderer.info[:memory][:textures] += 1 end GL.ActiveTexture(GL::TEXTURE0 + slot) GL.BindTexture(GL::TEXTURE_CUBE_MAP, image[:_opengl_texture_cube]) # GL.PixelStorei(GL::UNPACK_FLIP_Y_WEBGL, texture.flip_y) is_compressed = is_a?(CompressedTexture) is_data_texture = image[0].is_a?(DataTexture) cube_image = []; 6.times do |i| if @auto_scale_cubemaps && !is_compressed && !is_data_texture cube_image[i] = clamp_to_max_size(image[i], @_max_cubemap_size) else cube_image[i] = is_data_texture ? image[i].image : image[i]; end end img = cube_image[0] is_image_power_of_two = Math.power_of_two?(img.width) && Math.power_of_two?(img.height) gl_format = GL::MITTSU_PARAMS[format] gl_type = GL::MITTSU_PARAMS[type] set_parameters(GL::TEXTURE_CUBE_MAP, is_image_power_of_two) 6.times do |i| if !is_compressed if is_data_texture GL.TexImage2D(GL::TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl_format, cube_image[i].width, cube_image[i].height, 0, gl_format, gl_type, cube_image[i].data) else GL.TexImage2D(GL::TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl_format, cube_image[i].width, cube_image[i].height, 0, gl_format, gl_type, cube_image[i].data) end else mipmaps = cube_image[i].mipmaps mipmaps.each_with_index do |mipmap, j| if format != RGBAFormat && format != RGBFormat if @renderer.compressed_texture_formats.include?(gl_format) GL.CompressedTexImage2D(GL::TEXTURE_CUBE_MAP_POSITIVE_X + i, j, gl_format, mipmap.width, mipmap.height, 0, mipmap.data) else puts "WARNING: Mittsu::OpenGLCubeTexture: Attempt to load unsupported compressed texture format in #set" end else GL.TexImage2D(GL::TEXTURE_CUBE_MAP_POSITIVE_X + i, j, gl_format, mipmap.width, mipmap.height, 0, gl_format, gl_type, mipmap.data) end end end end if generate_mipmaps && is_image_power_of_two GL.GenerateMipmap(GL::TEXTURE_CUBE_MAP) end self.needs_update = false on_update.call if on_update else GL.ActiveTexture(GL::TEXTURE0 + slot) GL.BindTexture(GL::TEXTURE_CUBE_MAP, image[:_opengl_texture_cube]) end end end end end