Esempio n. 1
0
        /// <summary>
        /// Loads a texture from a file, binds it to the current GL context, specifies some GL parameters,
        /// generates a mipmap, and adds the generated texture's id to the loadedTextures dictionary.  Does not output the width and height of the image.
        /// </summary>
        private void InitTexture(string folderPath, string fileName, string fileType)
        {
            int width, height;
            var data    = LoadTexture(folderPath, fileName, fileType, out width, out height);
            int texture = GL.GenTexture();

            GL.BindTexture(TextureTarget.Texture2D, texture);
            GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, width, height, 0, PixelFormat.Bgra, PixelType.Float, IntPtr.Zero);
            GL.TextureSubImage2D(texture, 0, 0, 0, width, height, PixelFormat.Bgra, PixelType.Float, data);
            GL.Enable(EnableCap.Texture2D);

            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear); // defines sampling behavior when scaling image down
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);             // defines sampling behavior when scaling image up
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToBorder);           // defines border behavior in the x directions
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToBorder);           // defines border behavior in the y directions

            GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);

            Texture tex = new Texture(texture, width, height, 1);

            tex.AddSubTextureLocation(new SubTextureLocation(new Vector2(0f, 0f), new Vector2(1f, 1f)));
            loadedTextures.Add(fileName, _loadedTextureCount);

            _loadedTextures[_loadedTextureCount] = tex;
            _loadedTextureCount++;
        }