SND\AstrorEnales_cp 5505f7dcbf - Added PlatformSystem Plugins layer
- Started Windows, Metro and Linux Platform-Plugins
- Moved the RecordingSample to the Samples folder
- Started two samples for using the graphics device in a WinForms and Wpf Editor
- Refactorings in the AddIn-System
- Moved the Window initialization-code to the Platform modules
- Changed the License text in all code files which is now way smaller
- Started ProjectConverter tool which converts all the projects and solution to the target configuration
- Changed the SupportedPlatform names in the Resource files
- Changed the WIN8 define to WINDOWSMETRO which is actually meant
- Removed NLog and started our own Logger class
- Many more stuff...
2012-08-09 09:45:04 +00:00

446 lines
11 KiB
C#

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
{
/// <summary>
/// Native OpenGL Texture implementation.
/// </summary>
public class Texture2DGL3 : INativeTexture2D
{
#region Private
/// <summary>
/// The native OpenGL pixel format of the texture.
/// </summary>
private PixelInternalFormat nativeFormat;
/// <summary>
/// The number of mipmaps used by this texture [1-n].
/// </summary>
private int numberOfMipMaps;
/// <summary>
/// Width of the texture.
/// </summary>
private int width;
/// <summary>
/// Height of the texture.
/// </summary>
private int height;
/// <summary>
/// Flag if the texture is a compressed format or not.
/// </summary>
private bool isCompressed;
internal bool IsDisposed;
private int uncompressedDataSize;
private byte[] texData;
/// <summary>
/// TODO: find better solution
/// </summary>
private int maxSetDataSize;
#endregion
#region Public
/// <summary>
/// The OpenGL texture handle.
/// </summary>
protected internal int NativeHandle
{
get;
protected set;
}
#endregion
#region Constructor
internal Texture2DGL3()
{
GraphicsResourceManager.UpdateResource(this, true);
}
/// <summary>
/// Create a new native OpenGL texture.
/// </summary>
/// <param name="surfaceFormat">Surface format of the texture.</param>
/// <param name="setWidth">Width of the first mip level.</param>
/// <param name="setHeight">Height of the first mip level.</param>
/// <param name="mipCount">Number of mip levels [1-n].</param>
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<T>(GraphicsDevice graphicsDevice, T[] data)
where T : struct
{
SetData<T>(graphicsDevice, 0, data, 0, data.Length);
}
public void SetData<T>(GraphicsDevice graphicsDevice, T[] data,
int startIndex, int elementCount) where T : struct
{
SetData<T>(graphicsDevice, 0, data, 0, data.Length);
}
public void SetData<T>(int level, Rectangle? rect, T[] data, int startIndex,
int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void SetData<T>(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<T>(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>(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>(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
/// <summary>
/// Dispose the native OpenGL texture handle.
/// </summary>
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
}
}