increased the amount of shared code between vertex and index buffers fixed GraphicsDevice.Reset() which didn't save the provided presentation parameters and the backbuffer was still bound after the recent changes about the rendertargets Vertex and IndexBuffers that get dynamically generated for the UserDraw methods dispose the buffers now Added DebugNames to Index and VertexBuffers and their Dynamic version.
190 lines
5.7 KiB
C#
190 lines
5.7 KiB
C#
#region Using Statements
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using System;
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using System.IO;
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using System.Runtime.InteropServices;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA.Development;
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using ANX.Framework.NonXNA.RenderSystem;
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#endregion
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework.Graphics
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{
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[PercentageComplete(70)]
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[Developer("Glatzemann")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public class Texture2D : Texture, IGraphicsResource
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{
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#region Private
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internal float OneOverWidth;
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internal float OneOverHeight;
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private INativeTexture2D nativeTexture2D;
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private INativeTexture2D NativeTexture2D
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{
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get
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{
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if (nativeTexture2D == null)
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CreateNativeTextureSurface();
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return nativeTexture2D;
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}
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}
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#endregion
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#region Public
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public Rectangle Bounds
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{
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get
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{
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return new Rectangle(0, 0, this.Width, this.Height);
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}
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}
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public int Width
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{
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get;
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protected set;
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}
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public int Height
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{
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get;
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protected set;
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}
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#endregion
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#region Constructor (TODO)
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internal Texture2D(GraphicsDevice graphicsDevice)
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: base(graphicsDevice)
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{
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}
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public Texture2D(GraphicsDevice graphicsDevice, int width, int height)
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: base(graphicsDevice)
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{
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this.Width = width;
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this.Height = height;
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OneOverWidth = 1f / width;
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OneOverHeight = 1f / height;
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base.LevelCount = 1;
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base.Format = SurfaceFormat.Color;
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CreateNativeTextureSurface();
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}
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public Texture2D(GraphicsDevice graphicsDevice, int width, int height, [MarshalAsAttribute(UnmanagedType.U1)] bool mipMap,
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SurfaceFormat format)
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: base(graphicsDevice)
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{
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this.Width = width;
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this.Height = height;
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OneOverWidth = 1f / width;
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OneOverHeight = 1f / height;
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// TODO: pass the mipmap parameter to the creation of the texture to let the graphics card generate mipmaps!
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base.LevelCount = 1;
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base.Format = format;
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CreateNativeTextureSurface();
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}
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internal Texture2D(GraphicsDevice graphicsDevice, int width, int height, int mipCount, SurfaceFormat format)
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: base(graphicsDevice)
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{
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this.Width = width;
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this.Height = height;
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OneOverWidth = 1f / width;
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OneOverHeight = 1f / height;
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base.LevelCount = mipCount;
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base.Format = format;
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CreateNativeTextureSurface();
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}
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#endregion
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#region FromStream (TODO)
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public static Texture2D FromStream(GraphicsDevice graphicsDevice, Stream stream)
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{
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throw new NotImplementedException();
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}
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public static Texture2D FromStream(GraphicsDevice graphicsDevice, Stream stream, int width, int height,
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[MarshalAsAttribute(UnmanagedType.U1)] bool zoom)
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{
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throw new NotImplementedException();
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}
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#endregion
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#region GetData
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public void GetData<T>(int level, Nullable<Rectangle> rect, T[] data, int startIndex, int elementCount) where T : struct
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{
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NativeTexture2D.GetData(level, rect, data, startIndex, elementCount);
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}
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public void GetData<T>(T[] data) where T : struct
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{
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NativeTexture.GetData(data);
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}
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public void GetData<T>(T[] data, int startIndex, int elementCount) where T : struct
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{
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NativeTexture.GetData(data, startIndex, elementCount);
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}
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#endregion
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#region SetData
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public void SetData<T>(int level, Nullable<Rectangle> rect, T[] data, int startIndex, int elementCount) where T : struct
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{
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NativeTexture2D.SetData(level, rect, data, startIndex, elementCount);
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}
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public void SetData<T>(T[] data) where T : struct
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{
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NativeTexture.SetData(data);
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}
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public void SetData<T>(T[] data, int startIndex, int elementCount) where T : struct
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{
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NativeTexture.SetData<T>(data, startIndex, elementCount);
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}
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#endregion
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#region SaveAsJpeg
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public void SaveAsJpeg(Stream stream, int width, int height)
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{
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NativeTexture2D.SaveAsJpeg(stream, width, height);
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}
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#endregion
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#region SaveAsPng
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public void SaveAsPng(Stream stream, int width, int height)
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{
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NativeTexture2D.SaveAsPng(stream, width, height);
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}
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#endregion
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#region ReCreateNativeTextureSurface
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internal override void ReCreateNativeTextureSurface()
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{
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CreateNativeTextureSurface();
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}
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#endregion
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#region CreateNativeTextureSurface
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private void CreateNativeTextureSurface()
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{
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var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
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nativeTexture2D = creator.CreateTexture(GraphicsDevice, Format, Width, Height, LevelCount);
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base.nativeTexture = nativeTexture2D;
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}
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#endregion
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}
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}
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