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XFXFramework/src/libXFX/Texture2D.cpp

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// Copyright (C) 2010-2012, XFX Team
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of the copyright holder nor the names of any
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
#include <Graphics/Texture2D.h>
#include <Rectangle.h>
using namespace XFX;
namespace XFX
{
namespace Graphics
{
SurfaceFormat_t Texture2D::Format()
{
return _surfaceFormat;
}
int Texture2D::Height()
{
return _height;
}
TextureUsage_t Texture2D::TextureUsage_()
{
return _textureUsage;
}
int Texture2D::Width()
{
return _width;
}
Texture2D::Texture2D()
{
textureId = -1;
}
Texture2D::Texture2D(GraphicsDevice graphicsDevice)
{
textureId = -1;
device = graphicsDevice;
}
Texture2D::Texture2D(GraphicsDevice graphicsDevice, int width, int height)
{
textureId = -1;
device = graphicsDevice;
_width = width;
_height = height;
}
Texture2D::Texture2D(GraphicsDevice graphicsDevice, int width, int height, int numberLevels, TextureUsage_t usage, SurfaceFormat_t format)
{
textureId = -1;
device = graphicsDevice;
_width = width;
_height = height;
_numberOfLevels = numberLevels;
_textureUsage = usage;
_surfaceFormat = format;
}
Texture2D::Texture2D(const Texture2D &obj)
{
textureId = obj.textureId;
device = obj.device;
_width = obj._width;
_height = obj._height;
_numberOfLevels = obj._numberOfLevels;
_textureUsage = obj._textureUsage;
_surfaceFormat = obj._surfaceFormat;
}
void Texture2D::Dispose(bool disposing)
{
if(!_isDisposed)
{
try
{
//glDeleteTextures(1, int[] { textureId });
}
catch(Exception)
{
}
/*if(device.Textures().textures.Contains(this))
device.Textures().textures.Remove(this);*/
}
_isDisposed = true;
}
void Texture2D::Load(byte buffer[])
{
/*imageId = Il::ilGenImage();
Il::ilBindImage(imageId);
Il::ilLoadL(Il::IL_JPG, buffer, buffer.Length);
int[] texture = int[1];
glGenTextures(1, texture);
textureId = texture[0];
glBindTexture(GL_TEXTURE_2D, textureId);
glTexImage2D(GL_TEXTURE_2D, 0, Il::ilGetInteger(Il::IL_IMAGE_BYTES_PER_PIXEL), _width, _height, 0, GL_RGBA, GL_UNSIGNED_BYTE, Il::ilGetData());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);*/
}
template <class T>
void Texture2D::SetData(T data[])
{
Rectangle rect;
SetData<T>(0, rect, data, 0, data.Length, SetDataOptions::None);
}
template <class T>
void Texture2D::SetData(T data[], int startIndex, int elementCount, SetDataOptions_t options)
{
Rectangle rect;
SetData<T>(0, rect, data, startIndex, elementCount, options);
}
template <class T>
void Texture2D::SetData(int level, Rectangle rect, T data[], int startIndex, int elementCount, SetDataOptions_t options)
{
if (textureId == -1 || options == SetDataOptions::NoOverwrite)
{
/*int[] texture = new int[1];
glGenTextures(1, texture);
textureId = texture[0];*/
}
//glBindTexture(GL_TEXTURE_2D, textureId);
switch (_surfaceFormat)
{
case SurfaceFormat::Color:
//glTexImage2D(GL_TEXTURE_2D, 0, 4, _width, _height, 0, GL_BGRA, GL_UNSIGNED_BYTE, data);
break;
case SurfaceFormat::Dxt1:
//glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, _width, _height, 0, elementCount, data);
break;
case SurfaceFormat::Dxt3:
//glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, _width, _height, 0, elementCount, data);
break;
case SurfaceFormat::Dxt5:
//glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, _width, _height, 0, elementCount, data);
break;
}
/*glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);*/
}
}
}