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
}
}