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<title>Castle Game Engine: CastleCubeMaps</title>
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<h1 class="unit">Unit CastleCubeMaps</h1>
<table class="sections wide_list">
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Uses">Uses</a></td><td><a class="section" href="#PasDoc-Classes">Classes, Interfaces, Objects and Records</a></td><td><a class="section" href="#PasDoc-FuncsProcs">Functions and Procedures</a></td><td><a class="section" href="#PasDoc-Types">Types</a></td><td><a class="section" href="#PasDoc-Constants">Constants</a></td><td>Variables</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="description">Description</h2>
<p>
Utilities for cube (environment) maps.</p>
<a name="PasDoc-Uses"></a><h2 class="uses">Uses</h2>
<ul class="useslist"><li><a href="CastleVectors.html">CastleVectors</a></li><li>Math</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Classes"></a><h3 class="cio">Classes, Interfaces, Objects and Records</h3>
<table class="classestable wide_list">
<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemdesc">Description</th>
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<td class="itemname">record <a class="bold" href="CastleCubeMaps.TCubeMapInfo.html"><code>TCubeMapInfo</code></a></td>
<td class="itemdesc"> </td>
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</table>
<a name="PasDoc-FuncsProcs"></a><h3 class="summary">Functions and Procedures</h3>
<table class="summary wide_list">
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<td class="itemcode"><code>function <b><a href="CastleCubeMaps.html#CubeMapDirection">CubeMapDirection</a></b>(const Side: <a href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>; const Pixel: Cardinal): <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCubeMaps.html#DirectionToCubeMap">DirectionToCubeMap</a></b>(const Dir: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out Side: <a href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>; out Pixel: Cardinal);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCubeMaps.html#Direction4ToCubeMap">Direction4ToCubeMap</a></b>(const Dir: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out Side: <a href="CastleCubeMaps.html#TCubeMapSide4">TCubeMapSide4</a>; out Pixel: <a href="CastleVectors.html#TVector4Cardinal">TVector4Cardinal</a>; out Ratio: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>);</code></td>
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<td class="itemcode"><code>function <b><a href="CastleCubeMaps.html#CubeMapSolidAngle">CubeMapSolidAngle</a></b>(const Side: <a href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>; const Pixel: Cardinal): Single;</code></td>
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<a name="PasDoc-Types"></a><h3 class="summary">Types</h3>
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<td class="itemcode"><code><b><a href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a></b> = (...);</code></td>
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<td class="itemcode"><code><b><a href="CastleCubeMaps.html#TCubeMapSide4">TCubeMapSide4</a></b> = array [0..3] of <a href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleCubeMaps.html#TCardinal4">TCardinal4</a></b> = array [0..3] of Cardinal;</code></td>
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<td class="itemcode"><code><b><a href="CastleCubeMaps.html#TCubeMapFloat">TCubeMapFloat</a></b> = array [<a href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>, 0..Sqr(<a href="CastleCubeMaps.html#CubeMapSize">CubeMapSize</a>) - 1] of <a href="CastleUtils.html#Float">Float</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleCubeMaps.html#PCubeMapFloat">PCubeMapFloat</a></b> = ˆ<a href="CastleCubeMaps.html#TCubeMapFloat">TCubeMapFloat</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleCubeMaps.html#TCubeMapByte">TCubeMapByte</a></b> = array [<a href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>, 0..Sqr(<a href="CastleCubeMaps.html#CubeMapSize">CubeMapSize</a>) - 1] of Byte;</code></td>
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<td class="itemcode"><code><b><a href="CastleCubeMaps.html#PCubeMapByte">PCubeMapByte</a></b> = ˆ<a href="CastleCubeMaps.html#TCubeMapByte">TCubeMapByte</a>;</code></td>
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<a name="PasDoc-Constants"></a><h3 class="summary">Constants</h3>
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<td class="itemcode"><code><b><a href="CastleCubeMaps.html#CubeMapSize">CubeMapSize</a></b> = 16;</code></td>
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<td class="itemcode"><code><b><a href="CastleCubeMaps.html#CubeMapInfo">CubeMapInfo</a></b>: array [<a href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>] of <a href="CastleCubeMaps.TCubeMapInfo.html">TCubeMapInfo</a> =
( (Dir: ( 1, 0, 0); Up: (0, -1, 0); Side: ( 0, 0,-1); ScreenX: 3; ScreenY: 0),
(Dir: (-1, 0, 0); Up: (0, -1, 0); Side: ( 0, 0, 1); ScreenX: 1; ScreenY: 0),
(Dir: ( 0, 1, 0); Up: (0, 0, 1); Side: ( 1, 0, 0); ScreenX: 2; ScreenY: -1),
(Dir: ( 0, -1, 0); Up: (0, 0, -1); Side: ( 1, 0, 0); ScreenX: 2; ScreenY: +1),
(Dir: ( 0, 0, 1); Up: (0, -1, 0); Side: ( 1, 0, 0); ScreenX: 2; ScreenY: 0),
(Dir: ( 0, 0, -1); Up: (0, -1, 0); Side: (-1, 0, 0); ScreenX: 0; ScreenY: 0)
);</code></td>
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</table>
<h2 class="description">Description</h2>
<h3 class="detail">Functions and Procedures</h3>
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<td class="itemcode"><a name="CubeMapDirection"></a><code>function <b>CubeMapDirection</b>(const Side: <a href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>; const Pixel: Cardinal): <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<p>
Direction corresponding to given cube map side and pixel number. That is, assuming that the middle of cube is placed at (0, 0, 0), each pixel of the cube map corresponds to some direction.
<p>Pixel number must be between 0 and <a class="normal" href="CastleCubeMaps.html#CubeMapSize">CubeMapSize</a>*2-1. It's assumed that pixels are in the same order as they are in OpenGL images, that is row-by-row, from the lowest row to highest, in each row from left to right.
<p>Returned vector is <i>not normalized</i>.</p>
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<td class="itemcode"><a name="DirectionToCubeMap"></a><code>procedure <b>DirectionToCubeMap</b>(const Dir: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out Side: <a href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>; out Pixel: Cardinal);</code></td>
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<p>
Return cube map side and pixel that is the closest to given direction Dir. This is the reverse of <a class="normal" href="CastleCubeMaps.html#CubeMapDirection">CubeMapDirection</a> function.
<p>Given here Dir need not be normalized, although must not be zero.</p>
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<td class="itemcode"><a name="Direction4ToCubeMap"></a><code>procedure <b>Direction4ToCubeMap</b>(const Dir: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out Side: <a href="CastleCubeMaps.html#TCubeMapSide4">TCubeMapSide4</a>; out Pixel: <a href="CastleVectors.html#TVector4Cardinal">TVector4Cardinal</a>; out Ratio: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>);</code></td>
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<tr><td colspan="1">
<p>
Return 4 cube map indexes (side and pixel, along with ratio) that are closest to given direction Dir. All ratios will sum to 1.
<p>This is like <a class="normal" href="CastleCubeMaps.html#DirectionToCubeMap">DirectionToCubeMap</a>, except this returns 4 values. It allows you to do bilinear interpolation between cube map items.</p>
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<table class="detail wide_list">
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<td class="itemcode"><a name="CubeMapSolidAngle"></a><code>function <b>CubeMapSolidAngle</b>(const Side: <a href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>; const Pixel: Cardinal): Single;</code></td>
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<p>
Calculate solid angle of given pixel on the cube map.</p>
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<h3 class="detail">Types</h3>
<table class="detail wide_list">
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<td class="itemcode"><a name="TCubeMapSide"></a><code><b>TCubeMapSide</b> = (...);</code></td>
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<p>
Cube map faces.
<p>Order matches order of OpenGL constants GL_TEXTURE_CUBE_MAP_POSITIVE/NEGATIVE_X/Y/Z_ARB.</p>
<h6 class="description_section">Values</h6>
<ul>
<li>
csPositiveX: </li>
<li>
csNegativeX: </li>
<li>
csPositiveY: </li>
<li>
csNegativeY: </li>
<li>
csPositiveZ: </li>
<li>
csNegativeZ: </li>
</ul>
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<td class="itemcode"><a name="TCubeMapSide4"></a><code><b>TCubeMapSide4</b> = array [0..3] of <a href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>;</code></td>
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<td class="itemcode"><a name="TCardinal4"></a><code><b>TCardinal4</b> = array [0..3] of Cardinal;</code></td>
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<td class="itemcode"><a name="TCubeMapFloat"></a><code><b>TCubeMapFloat</b> = array [<a href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>, 0..Sqr(<a href="CastleCubeMaps.html#CubeMapSize">CubeMapSize</a>) - 1] of <a href="CastleUtils.html#Float">Float</a>;</code></td>
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<p>
Cube map, with each item being a Float.</p>
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<td class="itemcode"><a name="PCubeMapFloat"></a><code><b>PCubeMapFloat</b> = ˆ<a href="CastleCubeMaps.html#TCubeMapFloat">TCubeMapFloat</a>;</code></td>
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</td></tr>
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<td class="itemcode"><a name="TCubeMapByte"></a><code><b>TCubeMapByte</b> = array [<a href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>, 0..Sqr(<a href="CastleCubeMaps.html#CubeMapSize">CubeMapSize</a>) - 1] of Byte;</code></td>
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<p>
Cube map, with each item being in 0..1 range, encoded as a Byte. This assumes that every item is actually a float in 0..1 range, encoded as Byte.</p>
</td></tr>
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<td class="itemcode"><a name="PCubeMapByte"></a><code><b>PCubeMapByte</b> = ˆ<a href="CastleCubeMaps.html#TCubeMapByte">TCubeMapByte</a>;</code></td>
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</td></tr>
</table>
<h3 class="detail">Constants</h3>
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<td class="itemcode"><a name="CubeMapSize"></a><code><b>CubeMapSize</b> = 16;</code></td>
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</td></tr>
</table>
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<td class="itemcode"><a name="CubeMapInfo"></a><code><b>CubeMapInfo</b>: array [<a href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>] of <a href="CastleCubeMaps.TCubeMapInfo.html">TCubeMapInfo</a> =
( (Dir: ( 1, 0, 0); Up: (0, -1, 0); Side: ( 0, 0,-1); ScreenX: 3; ScreenY: 0),
(Dir: (-1, 0, 0); Up: (0, -1, 0); Side: ( 0, 0, 1); ScreenX: 1; ScreenY: 0),
(Dir: ( 0, 1, 0); Up: (0, 0, 1); Side: ( 1, 0, 0); ScreenX: 2; ScreenY: -1),
(Dir: ( 0, -1, 0); Up: (0, 0, -1); Side: ( 1, 0, 0); ScreenX: 2; ScreenY: +1),
(Dir: ( 0, 0, 1); Up: (0, -1, 0); Side: ( 1, 0, 0); ScreenX: 2; ScreenY: 0),
(Dir: ( 0, 0, -1); Up: (0, -1, 0); Side: (-1, 0, 0); ScreenX: 0; ScreenY: 0)
);</code></td>
</tr>
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<p>
Information about cube map faces.
<p>Names and orientation of faces match precisely OpenGL naming and orientation (see <a href="http://www.opengl.org/registry/specs/ARB/texture_cube_map.txt">http://www.opengl.org/registry/specs/ARB/texture_cube_map.txt</a>), so it's straighforward to use this for OpenGL cube maps.</p>
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