/** 
 * @file llcubemaparray.h
 * @brief LLCubeMap class definition
 *
 * $LicenseInfo:firstyear=2022&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2022, Linden Research, Inc.
 * 
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation;
 * version 2.1 of the License only.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 * 
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */

#pragma once

#include "llgl.h"

#include <vector>

class LLVector3;

class LLCubeMapArray : public LLRefCount
{
public:
	LLCubeMapArray();

    static GLenum sTargets[6];
    
    // look and up vectors for each cube face (agent space)
    static LLVector3 sLookVecs[6];
    static LLVector3 sUpVecs[6];

    // look and up vectors for each cube face (clip space)
    static LLVector3 sClipToCubeLookVecs[6];
    static LLVector3 sClipToCubeUpVecs[6];

    // allocate a cube map array 
    // res - resolution of each cube face
    // components - number of components per pixel
    // count - number of cube maps in the array
    // use_mips - if TRUE, mipmaps will be allocated for this cube map array and anisotropic filtering will be used
    void allocate(U32 res, U32 components, U32 count, BOOL use_mips = TRUE);
	void bind(S32 stage);
    void unbind();
	
	GLuint getGLName();

	void destroyGL();

protected:
	friend class LLTexUnit;
	~LLCubeMapArray();
	LLPointer<LLImageGL> mImage;
	S32 mTextureStage;
};
