using System; using ANX.Framework.Graphics; using OpenTK.Graphics.OpenGL; using System.Runtime.InteropServices; #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 { /// <summary> /// BIG TODO /// </summary> public class Texture2DGL3 : Texture2D { #region Public /// <summary> /// The OpenGL texture handle. /// </summary> internal int NativeHandle { get; private set; } #endregion #region Constructor internal Texture2DGL3(GraphicsDevice graphics, SurfaceFormat surfaceFormat, int width, int height, int mipCount, byte[] mipMaps) : base(graphics, width, height, mipCount > 0, surfaceFormat) { int dataLengthPerTexture = 0; NativeHandle = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, NativeHandle); int wrapMode = (int)All.ClampToEdge; int filter = (int)(mipCount > 0 ? 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); PixelInternalFormat formatUsed = PixelInternalFormat.Rgba; GCHandle handle = GCHandle.Alloc(mipMaps, GCHandleType.Pinned); try { IntPtr dataPointer = handle.AddrOfPinnedObject(); if (surfaceFormat == SurfaceFormat.Dxt1 || surfaceFormat == SurfaceFormat.Dxt3 || surfaceFormat == SurfaceFormat.Dxt5) { // TODO: read dataLengthPerTexture from dds file. #region Dds formatUsed = surfaceFormat == SurfaceFormat.Dxt1 ? PixelInternalFormat.CompressedRgbS3tcDxt1Ext : surfaceFormat == SurfaceFormat.Dxt3 ? PixelInternalFormat.CompressedRgbaS3tcDxt3Ext : PixelInternalFormat.CompressedRgbaS3tcDxt5Ext; GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, formatUsed, width, height, 0, dataLengthPerTexture, dataPointer); int mipmapByteSize = dataLengthPerTexture; int mipmapWidth = width; int mipmapHeight = height; for (int i = 1; i < mipCount; i++) { // Move our data pointer along. dataPointer += mipmapByteSize; mipmapByteSize /= 4; mipmapWidth /= 2; mipmapHeight /= 2; if (mipmapByteSize < 32) { mipmapByteSize = 32; } if (mipmapWidth < 1) { mipmapWidth = 1; } if (mipmapHeight < 1) { mipmapHeight = 1; } GL.CompressedTexImage2D(TextureTarget.Texture2D, i, formatUsed, mipmapWidth, mipmapHeight, 0, mipmapByteSize, dataPointer); } #endregion } else { #region Other PixelType pixelType = PixelType.UnsignedByte; GL.TexImage2D(TextureTarget.Texture2D, 0, // Use the same for internal format (Rgba or Rgb) formatUsed, width, height, 0, // And the same for the pixel format of the incoming data (PixelFormat)formatUsed, pixelType, dataPointer); int mipmapByteSize = dataLengthPerTexture; int mipmapWidth = width; int mipmapHeight = height; if (mipmapByteSize > 0 && mipCount > 0) { for (int i = 1; i < mipCount; i++) { // Move our data pointer along. dataPointer += mipmapByteSize; mipmapByteSize /= 4; mipmapWidth /= 2; mipmapHeight /= 2; if (mipmapWidth < 1) { mipmapWidth = 1; } if (mipmapHeight < 1) { mipmapHeight = 1; } GL.TexImage2D(TextureTarget.Texture2D, i, // Use the same for internal format (Rgba or Rgb) formatUsed, mipmapWidth, mipmapHeight, 0, // And the same for the pixel format of the incoming data (PixelFormat)formatUsed, pixelType, dataPointer); } } #endregion } } finally { handle.Free(); } } #endregion } }