using System; using System.IO; using System.Runtime.InteropServices; using ANX.Framework; using ANX.Framework.Graphics; using ANX.Framework.NonXNA.RenderSystem; using ANX.RenderSystem.GL3.Helpers; using OpenTK.Graphics.OpenGL; // This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license namespace ANX.RenderSystem.GL3 { public class Texture2DGL3 : INativeTexture2D { #region Private private PixelInternalFormat nativeFormat; /// /// [1-n] /// private int numberOfMipMaps; private int width; private int height; private bool isCompressed; internal bool IsDisposed; private int uncompressedDataSize; private byte[] texData; private int maxSetDataSize; #endregion #region Public protected internal int NativeHandle { get; protected set; } #endregion #region Constructor internal Texture2DGL3() { GraphicsResourceManager.UpdateResource(this, true); } internal Texture2DGL3(SurfaceFormat surfaceFormat, int setWidth, int setHeight, int mipCount) { GraphicsResourceManager.UpdateResource(this, true); width = setWidth; height = setHeight; numberOfMipMaps = mipCount; nativeFormat = DatatypesMapping.SurfaceToPixelInternalFormat(surfaceFormat); isCompressed = nativeFormat.ToString().StartsWith("Compressed"); uncompressedDataSize = GetUncompressedDataSize(); CreateTexture(); } ~Texture2DGL3() { GraphicsResourceManager.UpdateResource(this, false); } #endregion #region CreateTexture private void CreateTexture() { NativeHandle = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, NativeHandle); int wrapMode = (int)All.ClampToEdge; All minFilter = numberOfMipMaps > 1 ? All.LinearMipmapLinear : All.Linear; GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, wrapMode); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, wrapMode); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)minFilter); #if DEBUG ErrorHelper.Check("TexParameter"); #endif } #endregion // TODO: offsetInBytes // TODO: elementCount #region SetData public void SetData(T[] data) where T : struct { SetData(0, data, 0, data.Length); } public void SetData(T[] data, int startIndex, int elementCount) where T : struct { SetData(0, data, 0, data.Length); } public void SetData(int level, Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct { int size = Marshal.SizeOf(typeof(T)) * data.Length; if (size > maxSetDataSize) maxSetDataSize = size; GL.BindTexture(TextureTarget.Texture2D, NativeHandle); GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned); try { IntPtr dataPointer = handle.AddrOfPinnedObject(); // Go to the starting point. dataPointer += startIndex; int mipmapWidth = Math.Max(width >> level, 1); int mipmapHeight = Math.Max(height >> level, 1); if (isCompressed) { GL.CompressedTexImage2D(TextureTarget.Texture2D, level, nativeFormat, width, height, 0, data.Length, dataPointer); #if DEBUG ErrorHelper.Check("CompressedTexImage2D Format=" + nativeFormat); #endif } else { GL.TexImage2D(TextureTarget.Texture2D, level, nativeFormat, mipmapWidth, mipmapHeight, 0, (PixelFormat)nativeFormat, PixelType.UnsignedByte, dataPointer); #if DEBUG ErrorHelper.Check("TexImage2D Format=" + nativeFormat); #endif } } finally { handle.Free(); } } public void SetData(int offsetInBytes, T[] data, int startIndex, int elementCount) where T : struct { int size = Marshal.SizeOf(typeof(T)) * data.Length; if (size > maxSetDataSize) maxSetDataSize = size; GL.BindTexture(TextureTarget.Texture2D, NativeHandle); GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned); try { IntPtr dataPointer = handle.AddrOfPinnedObject(); dataPointer += startIndex; if (isCompressed) { GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, nativeFormat, width, height, 0, data.Length, dataPointer); #if DEBUG ErrorHelper.Check("CompressedTexImage2D Format=" + nativeFormat); #endif } else { GL.TexImage2D(TextureTarget.Texture2D, 0, nativeFormat, width, height, 0, (PixelFormat)nativeFormat, PixelType.UnsignedByte, dataPointer); #if DEBUG ErrorHelper.Check("TexImage2D Format=" + nativeFormat); #endif } } finally { handle.Free(); } } #endregion #region GetData (TODO) public void GetData(int level, Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct { throw new NotImplementedException(); } #endregion #region GetData public void GetData(T[] data) where T : struct { GetData(data, 0, data.Length); } #endregion // TODO: compressed texture (see: http://www.bearisgaming.com/texture2d-getdata-and-dxt-compression/) // TODO: elementCount #region GetData public void GetData(T[] data, int startIndex, int elementCount) where T : struct { if (isCompressed) throw new NotImplementedException("GetData is currently not implemented for compressed texture format " + nativeFormat + "."); if (data == null) throw new ArgumentNullException("data"); int size = Marshal.SizeOf(typeof(T)) * data.Length; if (size < uncompressedDataSize) throw new InvalidDataException("The size of the data passed in is too large or too small for this resource."); GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned); IntPtr ptr = handle.AddrOfPinnedObject(); ptr += startIndex; GL.GetTexImage(TextureTarget.Texture2D, 0, (PixelFormat)nativeFormat, PixelType.UnsignedByte, ptr); handle.Free(); } #endregion #region GetTextureData private void GetTextureData() { GL.BindTexture(TextureTarget.Texture2D, NativeHandle); if (isCompressed) { texData = new byte[maxSetDataSize]; GCHandle handle = GCHandle.Alloc(texData, GCHandleType.Pinned); GL.GetCompressedTexImage(TextureTarget.Texture2D, 0, handle.AddrOfPinnedObject()); handle.Free(); } else { texData = new byte[uncompressedDataSize]; GCHandle handle = GCHandle.Alloc(texData, GCHandleType.Pinned); GL.GetTexImage(TextureTarget.Texture2D, 0, (PixelFormat)nativeFormat, PixelType.UnsignedByte, handle.AddrOfPinnedObject()); handle.Free(); } } #endregion #region RecreateData internal void RecreateData() { CreateTexture(); SetData(texData); texData = null; } #endregion #region GetUncompressedDataSize private int GetUncompressedDataSize() { int size = width * height; switch (nativeFormat) { default: case PixelInternalFormat.R32f: case PixelInternalFormat.Rgb10A2: case PixelInternalFormat.Rg16: case PixelInternalFormat.Rgba: size *= 4; break; case PixelInternalFormat.Rg32f: case PixelInternalFormat.Rgba16f: size *= 8; break; case PixelInternalFormat.R16f: case PixelInternalFormat.Rgb5A1: case PixelInternalFormat.Rgba4: size *= 2; break; case PixelInternalFormat.Alpha8: //size *= 1; break; case PixelInternalFormat.Rgba32f: size *= 16; break; } return size; } #endregion #region SaveAsJpeg (TODO) public void SaveAsJpeg(Stream stream, int width, int height) { throw new NotImplementedException(); } #endregion #region SaveAsPng (TODO) public void SaveAsPng(Stream stream, int width, int height) { throw new NotImplementedException(); } #endregion #region Dispose /// /// Dispose the native OpenGL texture handle. /// public virtual void Dispose() { if (IsDisposed == false) { IsDisposed = true; DisposeResource(); } } internal void DisposeResource() { if (IsDisposed == false) { GetTextureData(); } if (NativeHandle != -1 && GraphicsDeviceWindowsGL3.IsContextCurrent) { GL.DeleteTexture(NativeHandle); NativeHandle = -1; #if DEBUG ErrorHelper.Check("DeleteTexture"); #endif } } #endregion } }