using System; using System.IO; using System.Runtime.InteropServices; using ANX.Framework.Graphics; using ANX.Framework.NonXNA.RenderSystem; using ANX.Framework.Windows.GL3.Helpers; 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; 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(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 #region GetData (TODO) public void GetData(int level, Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct { throw new NotImplementedException(); } public void SetData(int level, Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct { throw new NotImplementedException(); } public void GetData(T[] data) where T : struct { throw new NotImplementedException(); } public void GetData(T[] data, int startIndex, int elementCount) where T : struct { throw new NotImplementedException(); } #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 } }