Exemple #1
0
 private Texture2D(GraphicsDevice graphicsDevice, Stream stream)
 {
     byte[] bytes = new byte[stream.Length];
     stream.Read(bytes, 0, (int)stream.Length);
     _texture2D = new PssTexture2D(bytes, false);
     width = _texture2D.Width;
     height = _texture2D.Height;
     this.format = SurfaceFormat.Color; //FIXME HACK
     this.levelCount = 1;
 }
        public Texture(string path, int quality, bool repeat, bool flipY)
        {
            #if OPENTK
            texId = LoadTexture(VFS.GenerateRealPath(path), quality, repeat, flipY);
            #elif PSM

            #warning TODO : Implement FlipY
            tex = new Tex(VFS.GenerateRealPath(path), false);
            tex.SetWrap(Sce.PlayStation.Core.Graphics.TextureWrapMode.Repeat);
            if(quality == 0)tex.SetFilter(Sce.PlayStation.Core.Graphics.TextureFilterMode.Linear);
            else if(quality == 1)tex.SetFilter(Sce.PlayStation.Core.Graphics.TextureFilterMode.Nearest);
            #endif
        }
Exemple #3
0
		internal Texture2D(GraphicsDevice graphicsDevice, int width, int height, bool mipmap, SurfaceFormat format, bool renderTarget)
		{
            if (graphicsDevice == null)
                throw new ArgumentNullException("Graphics Device Cannot Be Null");

            this.GraphicsDevice = graphicsDevice;
            this.width = width;
            this.height = height;
            this.format = format;
            this.levelCount = 1;

            if (mipmap)
            {
                int size = Math.Max(this.width, this.height);
                while (size > 1)
                {
                    size = size / 2;
                    this.levelCount++;
                }
            }

#if DIRECTX

            // TODO: Move this to SetData() if we want to make Immutable textures!
            var desc = new SharpDX.Direct3D11.Texture2DDescription();
            desc.Width = width;
            desc.Height = height;
            desc.MipLevels = levelCount;
            desc.ArraySize = 1;
            desc.Format = SharpDXHelper.ToFormat(format);
            desc.BindFlags = SharpDX.Direct3D11.BindFlags.ShaderResource;
            desc.CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.None;
            desc.SampleDescription.Count = 1;
            desc.SampleDescription.Quality = 0;
            desc.Usage = SharpDX.Direct3D11.ResourceUsage.Default;
            desc.OptionFlags = SharpDX.Direct3D11.ResourceOptionFlags.None;

            if (renderTarget)
                desc.BindFlags |= SharpDX.Direct3D11.BindFlags.RenderTarget;

            _texture = new SharpDX.Direct3D11.Texture2D(graphicsDevice._d3dDevice, desc);

#elif PSM
			_texture2D = new Sce.PlayStation.Core.Graphics.Texture2D(width, height, mipmap, PSSHelper.ToFormat(format));
#else

            this.glTarget = TextureTarget.Texture2D;
            
            Threading.BlockOnUIThread(() =>
            {
                // Store the current bound texture.
                var prevTexture = GraphicsExtensions.GetBoundTexture2D();

                GenerateGLTextureIfRequired();

                format.GetGLFormat(out glInternalFormat, out glFormat, out glType);

                if (glFormat == (GLPixelFormat)All.CompressedTextureFormats)
                {
                    var imageSize = 0;
                    switch (format)
                    {
                        case SurfaceFormat.RgbPvrtc2Bpp:
                        case SurfaceFormat.RgbaPvrtc2Bpp:
                            imageSize = (Math.Max(this.width, 8) * Math.Max(this.height, 8) * 2 + 7) / 8;
                            break;
                        case SurfaceFormat.RgbPvrtc4Bpp:
                        case SurfaceFormat.RgbaPvrtc4Bpp:
                            imageSize = (Math.Max(this.width, 16) * Math.Max(this.height, 8) * 4 + 7) / 8;
                            break;
                        case SurfaceFormat.Dxt1:
                            imageSize = ((this.width + 3) / 4) * ((this.height + 3) / 4) * 8 * 1;
                            break;
                        case SurfaceFormat.Dxt3:
                        case SurfaceFormat.Dxt5:
                            imageSize = ((this.width + 3) / 4) * ((this.height + 3) / 4) * 16 * 1;
                            break;
                        default:
                            throw new NotImplementedException();
                    }

                    GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, glInternalFormat,
                                            this.width, this.height, 0,
                                            imageSize, IntPtr.Zero);
                    GraphicsExtensions.CheckGLError();
                }
                else
                {
                    GL.TexImage2D(TextureTarget.Texture2D, 0,
#if IOS || ANDROID
                        (int)glInternalFormat,
#else				           
					    glInternalFormat,
#endif
                        this.width, this.height, 0,
                        glFormat, glType, IntPtr.Zero);
                    GraphicsExtensions.CheckGLError();
                }

                // Restore the bound texture.
                GL.BindTexture(TextureTarget.Texture2D, prevTexture);
                GraphicsExtensions.CheckGLError();
            });
#endif
        }