using System; using System.Runtime.InteropServices; using ANX.Framework.Graphics; using ANX.Framework.NonXNA.RenderSystem; using OpenTK.Graphics.OpenGL; #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. #endregion // License namespace ANX.Framework.Windows.GL3 { /// /// Native OpenGL Texture implementation. /// public class Texture2DGL3 : INativeTexture2D { #region Private /// /// The native OpenGL pixel format of the texture. /// private PixelInternalFormat nativeFormat; /// /// The number of mipmaps used by this texture [1-n]. /// private int numberOfMipMaps; /// /// Width of the texture. /// private int width; /// /// Height of the texture. /// private int height; /// /// Flag if the texture is a compressed format or not. /// private bool isCompressed; #endregion #region Public /// /// The OpenGL texture handle. /// internal int NativeHandle { get; private set; } #endregion #region Constructor /// /// Create a new native OpenGL texture. /// /// Surface format of the texture. /// Width of the first mip level. /// Height of the first mip level. /// Number of mip levels [1-n]. internal Texture2DGL3(SurfaceFormat surfaceFormat, int setWidth, int setHeight, int mipCount) { width = setWidth; height = setHeight; numberOfMipMaps = mipCount; nativeFormat = DatatypesMapping.SurfaceToPixelInternalFormat(surfaceFormat); isCompressed = nativeFormat.ToString().StartsWith("Compressed"); NativeHandle = GL.GenTexture(); ErrorHelper.Check("GenTexture"); GL.BindTexture(TextureTarget.Texture2D, NativeHandle); ErrorHelper.Check("BindTexture"); int wrapMode = (int)All.ClampToEdge; int filter = (int)(mipCount > 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, filter); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, filter); ErrorHelper.Check("TexParameter"); } #endregion // TODO: offsetInBytes // TODO: startIndex // TODO: elementCount // TODO: get size of first mipmap! #region SetData public void SetData(GraphicsDevice graphicsDevice, T[] data) where T : struct { SetData(graphicsDevice, data, 0, data.Length); } public void SetData(GraphicsDevice graphicsDevice, T[] data, int startIndex, int elementCount) where T : struct { SetData(graphicsDevice, 0, data, 0, data.Length); } public void SetData(GraphicsDevice graphicsDevice, int offsetInBytes, T[] data, int startIndex, int elementCount) where T : struct { if (numberOfMipMaps > 1) { throw new NotImplementedException( "Loading mipmaps is not correctly implemented yet!"); } GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned); // TODO: get size of first mipmap! int mipmapByteSize = data.Length; try { IntPtr dataPointer = handle.AddrOfPinnedObject(); if (isCompressed) { GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, nativeFormat, width, height, 0, mipmapByteSize, dataPointer); ErrorHelper.Check("CompressedTexImage2D Format=" + nativeFormat); } else { GL.TexImage2D(TextureTarget.Texture2D, 0, nativeFormat, width, height, 0, (PixelFormat)nativeFormat, PixelType.UnsignedByte, dataPointer); ErrorHelper.Check("TexImage2D Format=" + nativeFormat); } int mipmapWidth = width; int mipmapHeight = height; for (int index = 1; index < numberOfMipMaps; index++) { dataPointer += mipmapByteSize; mipmapByteSize /= 4; mipmapWidth /= 2; mipmapHeight /= 2; mipmapWidth = Math.Max(mipmapWidth, 1); mipmapHeight = Math.Max(mipmapHeight, 1); if (isCompressed) { GL.CompressedTexImage2D(TextureTarget.Texture2D, index, nativeFormat, width, height, 0, mipmapByteSize, dataPointer); ErrorHelper.Check("CompressedTexImage2D Format=" + nativeFormat); } else { GL.TexImage2D(TextureTarget.Texture2D, index, nativeFormat, mipmapWidth, mipmapHeight, 0, (PixelFormat)nativeFormat, PixelType.UnsignedByte, dataPointer); ErrorHelper.Check("TexImage2D Format=" + nativeFormat); } } } finally { handle.Free(); } } #endregion #region Dispose /// /// Dispose the native OpenGL texture handle. /// public void Dispose() { GL.DeleteTexture(NativeHandle); ErrorHelper.Check("DeleteTexture"); } #endregion } }