Beispiel #1
0
        public override Cubemap LoadCubemap(string[] filepaths)
        {
            if (filepaths.Length != 6)
            {
                throw new Exception("A cubemap is made up of exactly six textures. " + filepaths.Length + " textures were supplied.");
            }
            GL.Enable(EnableCap.TextureCubeMap);
            GL.Enable(EnableCap.TextureCubeMapSeamless);
            int     id  = Texture.GenTextureID();
            Cubemap res = new Cubemap(id);

            res.Use();
            for (int i = 0; i < filepaths.Length; i++)
            {
                Bitmap     bmp      = new Bitmap(filepaths[i]);
                BitmapData bmp_data = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);

                GL.TexImage2D(cubeMapTargets[i], 0, PixelInternalFormat.Rgba, bmp_data.Width, bmp_data.Height, 0,
                              OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, bmp_data.Scan0);

                bmp.UnlockBits(bmp_data);
            }
            GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapR, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
            GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear);
            res.GenerateMipmap();
            GL.BindTexture(TextureTarget.TextureCubeMap, 0);
            return(res);
        }
Beispiel #2
0
        public override Cubemap LoadCubemap(string[] filepaths)
        {
            if (filepaths.Length != 6)
                throw new Exception("A cubemap is made up of exactly six textures. " + filepaths.Length + " textures were supplied.");
            GL.Enable(EnableCap.TextureCubeMap);
            GL.Enable(EnableCap.TextureCubeMapSeamless);
            int id = Texture.GenTextureID();
            Cubemap res = new Cubemap(id);
            res.Use();
            for (int i = 0; i < filepaths.Length; i++)
            {
                Bitmap bmp = new Bitmap(filepaths[i]);
                BitmapData bmp_data = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);

                GL.TexImage2D(TextureTarget.TextureCubeMapPositiveX + i, 0, PixelInternalFormat.Rgba, bmp_data.Width, bmp_data.Height, 0,
                    OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, bmp_data.Scan0);

                bmp.UnlockBits(bmp_data);
            }
            GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapR, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
            GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear);
            res.GenerateMipmap();
            GL.BindTexture(TextureTarget.TextureCubeMap, 0);
            return res;
        }