SND\AstrorEnales_cp e1d3ca0575 - Made the loading of assembly types faster and more safe
- Started working on implementing all Texture baseclass methods
2012-02-19 11:24:23 +00:00

402 lines
11 KiB
C#

using System;
using System.IO;
using System.Runtime.InteropServices;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.RenderSystem;
using ANX.Framework.Windows.GL3.Helpers;
using OpenTK.Graphics.OpenGL;
#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>
/// 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>(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
#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
}
}