2011-10-31 05:36:24 +00:00

195 lines
7.0 KiB
C#

using System;
using ANX.Framework.Graphics;
using OpenTK.Graphics.OpenGL;
using System.Runtime.InteropServices;
#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
{
/// <summary>
/// BIG TODO
/// </summary>
public class Texture2DGL3 : Texture2D
{
#region Public
/// <summary>
/// The OpenGL texture handle.
/// </summary>
internal int NativeHandle
{
get;
private set;
}
#endregion
#region Constructor
internal Texture2DGL3(GraphicsDevice graphics,
SurfaceFormat surfaceFormat, int width, int height, int mipCount,
byte[] mipMaps)
: base(graphics, width, height, mipCount > 0, surfaceFormat)
{
int dataLengthPerTexture = 0;
NativeHandle = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, NativeHandle);
int wrapMode = (int)All.ClampToEdge;
int filter = (int)(mipCount > 0 ? 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);
PixelInternalFormat formatUsed = PixelInternalFormat.Rgba;
GCHandle handle = GCHandle.Alloc(mipMaps, GCHandleType.Pinned);
try
{
IntPtr dataPointer = handle.AddrOfPinnedObject();
if (surfaceFormat == SurfaceFormat.Dxt1 ||
surfaceFormat == SurfaceFormat.Dxt3 ||
surfaceFormat == SurfaceFormat.Dxt5)
{
// TODO: read dataLengthPerTexture from dds file.
#region Dds
formatUsed =
surfaceFormat == SurfaceFormat.Dxt1 ?
PixelInternalFormat.CompressedRgbS3tcDxt1Ext :
surfaceFormat == SurfaceFormat.Dxt3 ?
PixelInternalFormat.CompressedRgbaS3tcDxt3Ext :
PixelInternalFormat.CompressedRgbaS3tcDxt5Ext;
GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, formatUsed,
width, height, 0, dataLengthPerTexture, dataPointer);
int mipmapByteSize = dataLengthPerTexture;
int mipmapWidth = width;
int mipmapHeight = height;
for (int i = 1; i < mipCount; i++)
{
// Move our data pointer along.
dataPointer += mipmapByteSize;
mipmapByteSize /= 4;
mipmapWidth /= 2;
mipmapHeight /= 2;
if (mipmapByteSize < 32)
{
mipmapByteSize = 32;
}
if (mipmapWidth < 1)
{
mipmapWidth = 1;
}
if (mipmapHeight < 1)
{
mipmapHeight = 1;
}
GL.CompressedTexImage2D(TextureTarget.Texture2D, i, formatUsed,
mipmapWidth, mipmapHeight, 0, mipmapByteSize, dataPointer);
}
#endregion
}
else
{
#region Other
PixelType pixelType = PixelType.UnsignedByte;
GL.TexImage2D(TextureTarget.Texture2D, 0,
// Use the same for internal format (Rgba or Rgb)
formatUsed, width, height, 0,
// And the same for the pixel format of the incoming data
(PixelFormat)formatUsed, pixelType, dataPointer);
int mipmapByteSize = dataLengthPerTexture;
int mipmapWidth = width;
int mipmapHeight = height;
if (mipmapByteSize > 0 &&
mipCount > 0)
{
for (int i = 1; i < mipCount; i++)
{
// Move our data pointer along.
dataPointer += mipmapByteSize;
mipmapByteSize /= 4;
mipmapWidth /= 2;
mipmapHeight /= 2;
if (mipmapWidth < 1)
{
mipmapWidth = 1;
}
if (mipmapHeight < 1)
{
mipmapHeight = 1;
}
GL.TexImage2D(TextureTarget.Texture2D, i,
// Use the same for internal format (Rgba or Rgb)
formatUsed, mipmapWidth, mipmapHeight, 0,
// And the same for the pixel format of the incoming data
(PixelFormat)formatUsed, pixelType, dataPointer);
}
}
#endregion
}
}
finally
{
handle.Free();
}
}
#endregion
}
}