Example #1
0
        public static GLTextureCubeArray FromDDS(DDS dds)
        {
            int size = (int)dds.Width;

            GLTextureCubeArray texture = new GLTextureCubeArray();

            texture.Width  = size;
            texture.Height = size;
            texture.Bind();

            var format = dds.Platform.OutputFormat;

            var           surfaces        = dds.GetSurfaces();
            List <byte[]> cubemapSurfaces = new List <byte[]>();

            for (int a = 0; a < surfaces.Count; a++)
            {
                cubemapSurfaces.Add(surfaces[a].mipmaps[0]);
            }

            int depth = surfaces.Count;

            Console.WriteLine($"depth {depth}");

            byte[] buffer = ByteUtils.CombineArray(cubemapSurfaces.ToArray());

            for (int j = 0; j < dds.MipCount; j++)
            {
                int mipWidth  = CalculateMipDimension(texture.Width, j);
                int mipHeight = CalculateMipDimension(texture.Height, j);

                if (dds.IsBCNCompressed())
                {
                    var internalFormat = GLFormatHelper.ConvertCompressedFormat(format, true);
                    GLTextureDataLoader.LoadCompressedImage(texture.Target, mipWidth, mipHeight, depth, internalFormat, buffer, j);
                }
                else
                {
                    var formatInfo = GLFormatHelper.ConvertPixelFormat(format);
                    if (dds.Platform.OutputFormat == TexFormat.RGBA8_UNORM)
                    {
                        formatInfo.Format = PixelFormat.Rgba;
                    }

                    GLTextureDataLoader.LoadImage(texture.Target, mipWidth, mipHeight, depth, formatInfo, buffer, j);
                }
            }

            GL.TexParameter(texture.Target, TextureParameterName.TextureBaseLevel, 0);
            GL.TexParameter(texture.Target, TextureParameterName.TextureMaxLevel, 13);
            GL.GenerateMipmap(GenerateMipmapTarget.TextureCubeMapArray);

            texture.Unbind();
            return(texture);
        }