package com.badlogic.gdx.graphics; import com.badlogic.gdx.graphics.Pixmap.Format; import com.badlogic.gdx.graphics.glutils.KTXTextureData; /** Used by a {@link Cubemap} to load the pixel data. The Cubemap will request the CubemapData to prepare itself through * {@link #prepare()} and upload its data using {@link #consumeCubemapData()}. These are the first methods to be called by Cubemap. * After that the Cubemap will invoke the other methods to find out about the size of the image data, the format, whether the * CubemapData is able to manage the pixel data if the OpenGL ES context is lost.</p> * * Before a call to either {@link #consumeCubemapData()}, Cubemap will bind the OpenGL ES texture.</p> * * Look at {@link KTXTextureData} for example implementation of this interface. * @author Vincent Bousquet */ public interface CubemapData { /** @return whether the TextureData is prepared or not. */ public boolean isPrepared (); /** Prepares the TextureData for a call to {@link #consumeCubemapData()}. This method can be called from a non OpenGL thread and * should thus not interact with OpenGL. */ public void prepare (); /** Uploads the pixel data for the 6 faces of the cube to the OpenGL ES texture. The caller must bind an OpenGL ES texture. A * call to {@link #prepare()} must preceed a call to this method. Any internal data structures created in {@link #prepare()} * should be disposed of here. */ public void consumeCubemapData (); /** @return the width of the pixel data */ public int getWidth (); /** @return the height of the pixel data */ public int getHeight (); /** @return whether this implementation can cope with a EGL context loss. */ public boolean isManaged (); }