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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
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<title>Castle Game Engine: CastleGLCubeMaps</title>
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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="unit">Unit CastleGLCubeMaps</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>Classes, Interfaces, Objects and Records</td><td><a class="section" href="#PasDoc-FuncsProcs">Functions and Procedures</a></td><td><a class="section" href="#PasDoc-Types">Types</a></td><td>Constants</td><td>Variables</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="description">Description</h2>
<p>
OpenGL 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><a  href="CastleCubeMaps.html">CastleCubeMaps</a></li><li><a  href="CastleImages.html">CastleImages</a></li><li><a  href="CastleDDS.html">CastleDDS</a></li><li><a  href="CastleRenderingCamera.html">CastleRenderingCamera</a></li><li><a  href="CastleGLImages.html">CastleGLImages</a></li><li><a  href="Castle3D.html">Castle3D</a></li><li>GL</li><li>GLU</li><li>GLExt</li><li><a  href="CastleGLUtils.html">CastleGLUtils</a></li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-FuncsProcs"></a><h3 class="summary">Functions and Procedures</h3>
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<td class="itemcode"><code>procedure <b><a  href="CastleGLCubeMaps.html#SHVectorGLCapture">SHVectorGLCapture</a></b>( var SHVector: array of Single; const CapturePoint: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Render: <a  href="CastleGLCubeMaps.html#TCubeMapRenderSimpleFunction">TCubeMapRenderSimpleFunction</a>; const MapScreenX, MapScreenY: Integer; const ScaleColor: Single);</code></td>
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<td class="itemcode"><code>procedure <b><a  href="CastleGLCubeMaps.html#GLCaptureCubeMapImages">GLCaptureCubeMapImages</a></b>( const Images: <a  href="CastleGLCubeMaps.html#TCubeMapImages">TCubeMapImages</a>; const CapturePoint: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Render: <a  href="Castle3D.html#TRenderFromViewFunction">TRenderFromViewFunction</a>; const ProjectionNear, ProjectionFar: Single);</code></td>
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<td class="itemcode"><code>function <b><a  href="CastleGLCubeMaps.html#GLCaptureCubeMapDDS">GLCaptureCubeMapDDS</a></b>( const Size: Cardinal; const CapturePoint: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Render: <a  href="Castle3D.html#TRenderFromViewFunction">TRenderFromViewFunction</a>; const ProjectionNear, ProjectionFar: Single): <a  href="CastleDDS.TDDSImage.html">TDDSImage</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a  href="CastleGLCubeMaps.html#GLCaptureCubeMapTexture">GLCaptureCubeMapTexture</a></b>( const Tex: <a  href="CastleGLUtils.html#TGLuint">TGLuint</a>; const Size: Cardinal; const CapturePoint: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Render: <a  href="Castle3D.html#TRenderFromViewFunction">TRenderFromViewFunction</a>; const ProjectionNear, ProjectionFar: Single; RenderToTexture: <a  href="CastleGLImages.TGLRenderToTexture.html">TGLRenderToTexture</a>);</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="CastleGLCubeMaps.html#TCubeMapRenderSimpleFunction">TCubeMapRenderSimpleFunction</a></b> = procedure (ForCubeMap: boolean);</code></td>
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<td class="itemcode"><code><b><a  href="CastleGLCubeMaps.html#TCubeMapImages">TCubeMapImages</a></b> = array [<a  href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>] of <a  href="CastleImages.TCastleImage.html">TCastleImage</a>;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Functions and Procedures</h3>
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<td class="itemcode"><a name="SHVectorGLCapture"></a><code>procedure <b>SHVectorGLCapture</b>( var SHVector: array of Single; const CapturePoint: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Render: <a  href="CastleGLCubeMaps.html#TCubeMapRenderSimpleFunction">TCubeMapRenderSimpleFunction</a>; const MapScreenX, MapScreenY: Integer; const ScaleColor: Single);</code></td>
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<p>
Calculate spherical harmonics basis describing environment rendered by OpenGL. Environment is rendered by Render(true) callback, from the CapturePoint. It's rendered to color buffer, and captured as grayscale. Captured pixel value is just assumed to be the value of spherical function at this direction. It's also scaled by ScaleColor (since rendering to OpenGL catches values in 0..1 range, but SH vector can express values from any range).

<p>This changes <a class="normal" href="CastleGLUtils.html#GLViewport">glViewport</a>, so be sure to reset <a class="normal" href="CastleGLUtils.html#GLViewport">glViewport</a> to something normal after calling this.

<p>The maps will be drawn in the color buffer (from positions MapScreenX, Y), so will actually be visible (call this before <a class="normal" href="CastleGLUtils.html#GLClear">GLClear</a> or such if you want to hide them).</p>
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<td class="itemcode"><a name="GLCaptureCubeMapImages"></a><code>procedure <b>GLCaptureCubeMapImages</b>( const Images: <a  href="CastleGLCubeMaps.html#TCubeMapImages">TCubeMapImages</a>; const CapturePoint: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Render: <a  href="Castle3D.html#TRenderFromViewFunction">TRenderFromViewFunction</a>; const ProjectionNear, ProjectionFar: Single);</code></td>
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<p>
Capture cube map by rendering environment from CapturePoint.

<p>Environment is rendered by Render callback that must honour camera described in <a class="normal" href="CastleRenderingCamera.html#RenderingCamera">RenderingCamera</a> object. RenderingCamera.Target will be set to rtCubeMapEnvironment. <a class="normal" href="CastleRenderingCamera.html#RenderingCamera">RenderingCamera</a> camera will be set to appropriate views from the CapturePoint. You should at least load RenderingCamera.Matrix to OpenGL modelview matrix before rendering your 3D scene.

<p>Cube map is recorded in six images you provide in the Images parameter. These must be already created <a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a> instances, with the exact same size. (They do not have to be square, or have power-of-two size, or honor GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB limit, as we do not initialize actual OpenGL cube map here. You can use generated images for any purpose.) The classes of these images will also matter &mdash; e.g. use <a class="normal" href="CastleImages.TGrayscaleImage.html">TGrayscaleImage</a> to capture scene as grayscale, use <a class="normal" href="CastleImages.TRGBImage.html">TRGBImage</a> for RGB colors.

<p>This changes <a class="normal" href="CastleGLUtils.html#GLViewport">glViewport</a>, so be sure to reset <a class="normal" href="CastleGLUtils.html#GLViewport">glViewport</a> to something normal after calling this.

<p>ProjectionNear, ProjectionFar parameters will be used to set GL projection matrix. ProjectionFar may be equal to <a class="normal" href="CastleVectors.html#ZFarInfinity">ZFarInfinity</a>, as always.</p>
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<td class="itemcode"><a name="GLCaptureCubeMapDDS"></a><code>function <b>GLCaptureCubeMapDDS</b>( const Size: Cardinal; const CapturePoint: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Render: <a  href="Castle3D.html#TRenderFromViewFunction">TRenderFromViewFunction</a>; const ProjectionNear, ProjectionFar: Single): <a  href="CastleDDS.TDDSImage.html">TDDSImage</a>;</code></td>
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<tr><td colspan="1">
<p>
Capture cube map to DDS image by rendering environment from CapturePoint.

<p>See <a class="normal" href="CastleGLCubeMaps.html#GLCaptureCubeMapImages">GLCaptureCubeMapImages</a> for documentation, this works the same, but it creates <a class="normal" href="CastleDDS.TDDSImage.html">TDDSImage</a> instance containing all six images (oriented as appropriate for DDS).</p>
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<td class="itemcode"><a name="GLCaptureCubeMapTexture"></a><code>procedure <b>GLCaptureCubeMapTexture</b>( const Tex: <a  href="CastleGLUtils.html#TGLuint">TGLuint</a>; const Size: Cardinal; const CapturePoint: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Render: <a  href="Castle3D.html#TRenderFromViewFunction">TRenderFromViewFunction</a>; const ProjectionNear, ProjectionFar: Single; RenderToTexture: <a  href="CastleGLImages.TGLRenderToTexture.html">TGLRenderToTexture</a>);</code></td>
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<tr><td colspan="1">
<p>
Capture cube map to OpenGL cube map texture by rendering environment from CapturePoint.

<p>See <a class="normal" href="CastleGLCubeMaps.html#GLCaptureCubeMapImages">GLCaptureCubeMapImages</a> for documentation, this works the same, but it captures images to given OpenGL texture name Tex. Tex must already be created cube map texture (with OpenGL size and internal formats set), with square images of Size. This also means that Size must be a valid OpenGL cube map texture size, you can check it by GLImages.IsCubeMapTextureSized.

<p>This captures the cube map images to &quot;zero&quot; texture level. If you use mipmaps, it's your problem how to generate other texture levels &mdash; in the simplest case, call <a class="normal" href="CastleGLImages.html#GenerateMipmap">GenerateMipmap</a>(GL_TEXTURE_CUBE_MAP).

<p>It uses RenderToTexture to render to the texture, so it will use framebuffer if available, and it's fast.</p>
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<h3 class="detail">Types</h3>
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<td class="itemcode"><a name="TCubeMapRenderSimpleFunction"></a><code><b>TCubeMapRenderSimpleFunction</b> = procedure (ForCubeMap: boolean);</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="TCubeMapImages"></a><code><b>TCubeMapImages</b> = array [<a  href="CastleCubeMaps.html#TCubeMapSide">TCubeMapSide</a>] of <a  href="CastleImages.TCastleImage.html">TCastleImage</a>;</code></td>
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&nbsp;</td></tr>
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