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