using System; using System.IO; using System.Runtime.InteropServices; using ANX.Framework.Graphics; using ANX.Framework.NonXNA.RenderSystem; using OpenTK.Graphics.OpenGL; using ANX.Framework; using ANX.RenderSystem.Windows.GL3.Helpers; // 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.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; internal bool IsDisposed; private int uncompressedDataSize; private byte[] texData; /// /// TODO: find better solution /// private int maxSetDataSize; #endregion #region Public /// /// The OpenGL texture handle. /// protected internal int NativeHandle { get; protected set; } #endregion #region Constructor internal Texture2DGL3() { GraphicsResourceManager.UpdateResource(this, true); } /// /// 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) { 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(); #if DEBUG ErrorHelper.Check("GenTexture"); #endif GL.BindTexture(TextureTarget.Texture2D, NativeHandle); #if DEBUG ErrorHelper.Check("BindTexture"); #endif int wrapMode = (int)All.ClampToEdge; int filter = (int)(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, filter); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, filter); #if DEBUG ErrorHelper.Check("TexParameter"); #endif } #endregion // TODO: offsetInBytes // TODO: elementCount // TODO: get size of first mipmap! #region SetData public void SetData(GraphicsDevice graphicsDevice, T[] data) where T : struct { SetData(graphicsDevice, 0, 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(int level, Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct { throw new NotImplementedException(); } 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!"); } GL.BindTexture(TextureTarget.Texture2D, NativeHandle); #if DEBUG ErrorHelper.Check("BindTexture"); #endif if (data.Length > maxSetDataSize) { maxSetDataSize = data.Length; } GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned); // TODO: get size of first mipmap! int mipmapByteSize = data.Length; try { IntPtr dataPointer = handle.AddrOfPinnedObject(); // Go to the starting point. dataPointer += startIndex; if (isCompressed) { GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, nativeFormat, width, height, 0, mipmapByteSize, 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 } 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); #if DEBUG ErrorHelper.Check("CompressedTexImage2D Format=" + nativeFormat); #endif } else { GL.TexImage2D(TextureTarget.Texture2D, index, nativeFormat, mipmapWidth, mipmapHeight, 0, (PixelFormat)nativeFormat, PixelType.UnsignedByte, dataPointer); #if DEBUG ErrorHelper.Check("TexImage2D Format=" + nativeFormat); #endif } } } finally { handle.Free(); } } #endregion // TODO: compressed texture, what about elementCount? #region GetData (TODO) public void GetData(int level, Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct { throw new NotImplementedException(); } #endregion // TODO: compressed texture (see: http://www.bearisgaming.com/texture2d-getdata-and-dxt-compression/) #region GetData public void GetData(T[] data) where T : struct { if (isCompressed) { throw new NotImplementedException( "GetData is currently not implemented for compressed texture " + "formats! Format is " + 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); GL.GetTexImage(TextureTarget.Texture2D, 0, (PixelFormat)nativeFormat, PixelType.UnsignedByte, handle.AddrOfPinnedObject()); handle.Free(); } #endregion // TODO: compressed texture, what about 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 " + "formats! Format is " + 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(null, 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 } }