195 lines
7.0 KiB
C#
195 lines
7.0 KiB
C#
using System;
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using ANX.Framework.Graphics;
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using OpenTK.Graphics.OpenGL;
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using System.Runtime.InteropServices;
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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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/// BIG TODO
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/// </summary>
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public class Texture2DGL3 : Texture2D
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{
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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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internal int NativeHandle
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{
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get;
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private set;
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}
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#endregion
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#region Constructor
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internal Texture2DGL3(GraphicsDevice graphics,
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SurfaceFormat surfaceFormat, int width, int height, int mipCount,
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byte[] mipMaps)
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: base(graphics, width, height, mipCount > 0, surfaceFormat)
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{
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int dataLengthPerTexture = 0;
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NativeHandle = GL.GenTexture();
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GL.BindTexture(TextureTarget.Texture2D, NativeHandle);
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int wrapMode = (int)All.ClampToEdge;
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int filter = (int)(mipCount > 0 ? 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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PixelInternalFormat formatUsed = PixelInternalFormat.Rgba;
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GCHandle handle = GCHandle.Alloc(mipMaps, GCHandleType.Pinned);
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try
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{
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IntPtr dataPointer = handle.AddrOfPinnedObject();
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if (surfaceFormat == SurfaceFormat.Dxt1 ||
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surfaceFormat == SurfaceFormat.Dxt3 ||
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surfaceFormat == SurfaceFormat.Dxt5)
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{
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// TODO: read dataLengthPerTexture from dds file.
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#region Dds
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formatUsed =
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surfaceFormat == SurfaceFormat.Dxt1 ?
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PixelInternalFormat.CompressedRgbS3tcDxt1Ext :
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surfaceFormat == SurfaceFormat.Dxt3 ?
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PixelInternalFormat.CompressedRgbaS3tcDxt3Ext :
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PixelInternalFormat.CompressedRgbaS3tcDxt5Ext;
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GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, formatUsed,
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width, height, 0, dataLengthPerTexture, dataPointer);
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int mipmapByteSize = dataLengthPerTexture;
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int mipmapWidth = width;
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int mipmapHeight = height;
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for (int i = 1; i < mipCount; i++)
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{
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// Move our data pointer along.
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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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if (mipmapByteSize < 32)
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{
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mipmapByteSize = 32;
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}
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if (mipmapWidth < 1)
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{
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mipmapWidth = 1;
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}
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if (mipmapHeight < 1)
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{
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mipmapHeight = 1;
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}
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GL.CompressedTexImage2D(TextureTarget.Texture2D, i, formatUsed,
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mipmapWidth, mipmapHeight, 0, mipmapByteSize, dataPointer);
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}
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#endregion
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}
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else
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{
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#region Other
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PixelType pixelType = PixelType.UnsignedByte;
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GL.TexImage2D(TextureTarget.Texture2D, 0,
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// Use the same for internal format (Rgba or Rgb)
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formatUsed, width, height, 0,
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// And the same for the pixel format of the incoming data
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(PixelFormat)formatUsed, pixelType, dataPointer);
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int mipmapByteSize = dataLengthPerTexture;
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int mipmapWidth = width;
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int mipmapHeight = height;
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if (mipmapByteSize > 0 &&
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mipCount > 0)
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{
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for (int i = 1; i < mipCount; i++)
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{
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// Move our data pointer along.
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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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if (mipmapWidth < 1)
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{
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mipmapWidth = 1;
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}
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if (mipmapHeight < 1)
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{
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mipmapHeight = 1;
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}
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GL.TexImage2D(TextureTarget.Texture2D, i,
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// Use the same for internal format (Rgba or Rgb)
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formatUsed, mipmapWidth, mipmapHeight, 0,
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// And the same for the pixel format of the incoming data
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(PixelFormat)formatUsed, pixelType, dataPointer);
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}
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}
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#endregion
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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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}
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}
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