Convert() public static method

Helper method to convert Axiom scene blend factors to Xna
public static Convert ( SceneBlendFactor factor ) : Microsoft.Xna.Framework.Graphics.Blend
factor SceneBlendFactor
return Microsoft.Xna.Framework.Graphics.Blend
Esempio n. 1
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        ///<summary>
        ///    Internal implementation of <see cref="HardwareBuffer.Lock"/>.
        ///</summary>
        protected override PixelBox LockImpl(BasicBox lockBox, BufferLocking options)
        {
            _lockedBox = lockBox;
            // Set extents and format
            var rval        = new PixelBox(lockBox, Format);
            var sizeInBytes = PixelUtil.GetMemorySize(lockBox.Width, lockBox.Height, lockBox.Depth,
                                                      XnaHelper.Convert(surface.Format));

            if (_bufferBytes == null || _bufferBytes.Length != sizeInBytes)
            {
                _bufferBytes = new byte[sizeInBytes];
#if !SILVERLIGHT
                if (surface != null)
                {
                    surface.GetData(mipLevel, XnaHelper.ToRectangle(lockBox), _bufferBytes, 0, _bufferBytes.Length);
                }
                else if (cube != null)
                {
                    cube.GetData(face, mipLevel, XnaHelper.ToRectangle(lockBox), _bufferBytes, 0, _bufferBytes.Length);
                }
                else
                {
                    volume.GetData(mipLevel, lockBox.Left, lockBox.Top, lockBox.Right, lockBox.Bottom,
                                   lockBox.Front, lockBox.Back, _bufferBytes, 0, _bufferBytes.Length);
                }
#endif
            }

            rval.Data = BufferBase.Wrap(_bufferBytes);

            return(rval);
        }
Esempio n. 2
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        public XnaHardwareVertexBuffer(HardwareBufferManagerBase manager, VertexDeclaration vertexDeclaration,
                                       int numVertices, BufferUsage usage, GraphicsDevice dev, bool useSystemMemory,
                                       bool useShadowBuffer)
            : base(manager, vertexDeclaration, numVertices, usage, useSystemMemory, useShadowBuffer)
        {
            _device = dev;
            if (!(vertexDeclaration is XnaVertexDeclaration))
            {
                throw new AxiomException(
                          "Invalid VertexDeclaration supplied, must be created by HardwareBufferManager.CreateVertexDeclaration()");
            }
            if (usage == BufferUsage.Dynamic || usage == BufferUsage.DynamicWriteOnly)
            {
                _buffer = new DynamicVertexBuffer(_device,
                                                  ((XnaVertexDeclaration)vertexDeclaration).XFGVertexDeclaration,
                                                  numVertices, XnaHelper.Convert(usage));
            }
            else
            {
                _buffer = new VertexBuffer(_device, ((XnaVertexDeclaration)vertexDeclaration).XFGVertexDeclaration,
                                           numVertices, XnaHelper.Convert(usage));
            }

            _bufferBytes = new byte[vertexDeclaration.GetVertexSize() * numVertices];
            _bufferBytes.Initialize();
        }
Esempio n. 3
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        public XnaHardwareIndexBuffer(HardwareBufferManagerBase manager, IndexType type, int numIndices, BufferUsage usage, GraphicsDevice device, bool useSystemMemory, bool useShadowBuffer)
            : base(manager, Validate(type), numIndices, usage, useSystemMemory, useShadowBuffer)
        {
            if (this.type == IndexType.Size16)
            {
                _bufferType = IndexElementSize.SixteenBits;
            }
#if !SILVERLIGHT
            else
            {
                _bufferType = IndexElementSize.ThirtyTwoBits;
            }
#endif

            // create the buffer
            if (usage == BufferUsage.Dynamic || usage == BufferUsage.DynamicWriteOnly)
            {
                _xnaBuffer = new IndexBuffer(device, _bufferType, numIndices, XnaHelper.Convert(usage));
            }
            else
            {
                _xnaBuffer = new IndexBuffer(device, _bufferType, numIndices,
                                             Microsoft.Xna.Framework.Graphics.BufferUsage.None);
            }

            _bufferBytes = new byte[sizeInBytes];
            _bufferBytes.Initialize();
        }
Esempio n. 4
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        /// <summary>
        ///
        /// </summary>
        private void CreateCubeTexture()
        {
            Debug.Assert(SrcWidth > 0 && SrcHeight > 0);

            // use current back buffer format for render textures, else use the one
            // defined by this texture format
            var xnaPixelFormat =
                (Usage == TextureUsage.RenderTarget) ? _bbPixelFormat : (ChooseXnaFormat());

            // how many mips to use?  make sure its at least one
            var numMips = (MipmapCount > 0) ? MipmapCount : 1;

            //see comment in CreateNormalTexture() -DoubleA

            //MipmapsHardwareGenerated = false;
            //if ( _devCaps.TextureCapabilities.SupportsMipCubeMap )
            //{
            //    MipmapsHardwareGenerated = true /*this.CanAutoGenMipMaps( xnaUsage, XFG.ResourceType.TextureCube, xnaPixelFormat ) */;
            //    if ( MipmapsHardwareGenerated )
            //    {
            //        numMips = 0;
            //    }
            //}
            //else
            //{
            //    // no mip map support for this kind of texture
            //    MipmapCount = 0;
            //    numMips = 1;
            //}

            if (Usage == TextureUsage.RenderTarget)
            {
                renderTarget =
                    (Microsoft.Xna.Framework.Graphics.Texture)
                        (new RenderTargetCube(_device, SrcWidth, mipmapCount > 0 ? true : false, xnaPixelFormat,
                                              DepthFormat.Depth24Stencil8)) as RenderTarget2D;
                _cubeTexture = ((Microsoft.Xna.Framework.Graphics.Texture)renderTarget) as RenderTargetCube;

                CreateDepthStencil();
            }
            else
            {
                // create the cube texture
                _cubeTexture = new TextureCube(_device, SrcWidth, (mipmapCount > 0) ? true : false, xnaPixelFormat);
                // store base reference to the texture
            }

            _texture = _cubeTexture;

            SetFinalAttributes(SrcWidth, SrcHeight, 1, XnaHelper.Convert(xnaPixelFormat));

            if (MipmapsHardwareGenerated)
            {
                //Generating mip maps API is no longer exposed. RenderTargets will auto-generate their mipmaps
                //but for other textures you're S.O.L. -DoubleA. See Shawn Hargreaves response to this thread: http://forums.create.msdn.com/forums/p/71559/436835.aspx
                //_texture.GenerateMipMaps( GetBestFilterMethod() );
            }
        }
Esempio n. 5
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        private SurfaceFormat ChooseXnaFormat()
        {
            if (Format == PixelFormat.Unknown)
            {
                return(_bbPixelFormat);
            }

            return(XnaHelper.Convert(XnaHelper.GetClosestSupported(Format)));
        }
Esempio n. 6
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        public XnaImageCodecStream(Texture2D texture)
        {
            ImageData.width  = texture.Width;
            ImageData.height = texture.Height;
            ImageData.format = XnaHelper.Convert(texture.Format);
            var buffer = new byte[ImageData.width * ImageData.height * PixelUtil.GetNumElemBytes(ImageData.format)];

            texture.GetData(buffer);
            _stream = new MemoryStream(buffer);
            ImageData.numMipMaps = 1;
            ImageData.size       = buffer.Length;
        }
Esempio n. 7
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        ///<summary>
        ///    Call this to associate a Xna Texture3D with this pixel buffer
        ///</summary>
        public void Bind(GraphicsDevice device, Texture3D volume, bool update)
        {
            this.device = device;
            this.volume = volume;

            width  = volume.Width;
            height = volume.Height;
            depth  = volume.Depth;
            format = XnaHelper.Convert(volume.Format);
            // Default
            rowPitch    = Width;
            slicePitch  = Height * Width;
            sizeInBytes = PixelUtil.GetMemorySize(Width, Height, Depth, Format);

            if (((int)usage & (int)TextureUsage.RenderTarget) != 0)
            {
                CreateRenderTextures(update);
            }
        }
Esempio n. 8
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        public void Bind(GraphicsDevice device, RenderTarget2D surface, bool update)
        {
            this.device  = device;
            renderTarget = surface;

            width  = surface.Width / (int)Utility.Pow(2, mipLevel);
            height = surface.Height / (int)Utility.Pow(2, mipLevel);
            depth  = 1;
            format = XnaHelper.Convert(surface.Format);
            // Default
            rowPitch    = Width;
            slicePitch  = Height * Width;
            sizeInBytes = PixelUtil.GetMemorySize(Width, Height, Depth, Format);

            if (((int)usage & (int)TextureUsage.RenderTarget) != 0)
            {
                CreateRenderTextures(update);
            }
        }
Esempio n. 9
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        public void Bind(GraphicsDevice device, TextureCube cube, ushort face, ushort miplevel, bool update)
        {
            this.device = device;
            this.cube   = cube;
            this.face   = (CubeMapFace)face;
            mipLevel    = miplevel;

            width  = cube.Size / (int)Utility.Pow(2, mipLevel);
            height = cube.Size / (int)Utility.Pow(2, mipLevel);
            depth  = 1;
            format = XnaHelper.Convert(cube.Format);
            // Default
            rowPitch    = Width;
            slicePitch  = Height * Width;
            sizeInBytes = PixelUtil.GetMemorySize(Width, Height, Depth, Format);

            if (((int)usage & (int)TextureUsage.RenderTarget) != 0)
            {
                CreateRenderTextures(update);
            }
        }
Esempio n. 10
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        public override void CopyContentsToMemory(PixelBox dst, FrameBuffer buffer)
        {
            if ((dst.Left < 0) || (dst.Right > Width) ||
                (dst.Top < 0) || (dst.Bottom > Height) ||
                (dst.Front != 0) || (dst.Back != 1))
            {
                throw new Exception("Invalid box.");
            }

            var device = Driver.XnaDevice;
            //in 3.1, this was ResolveTexture2D, an actual RenderTarget provides the exact same
            //functionality, especially seeing as RenderTarget2D is a texture now.
            //the difference is surface is actually set on the device -DoubleA
            RenderTarget2D surface;
            var            data  = new byte[dst.ConsecutiveSize];
            var            pitch = 0;

            if (buffer == FrameBuffer.Auto)
            {
                buffer = FrameBuffer.Front;
            }

#if SILVERLIGHT
            var mode = ((XnaRenderSystem)Root.Instance.RenderSystem).DisplayMode;
            surface = new RenderTarget2D(device, mode.Width, mode.Height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8);
#else
            var mode = device.DisplayMode;
            surface = new RenderTarget2D(device, mode.Width, mode.Height, false, SurfaceFormat.Rgba64, DepthFormat.Depth24Stencil8);
#endif
            //ResolveTexture2D( device, mode.Width, mode.Height, 0, SurfaceFormat.Rgba32 );

#if !SILVERLIGHT
            if (buffer == FrameBuffer.Front)
            {
                // get the entire front buffer.  This is SLOW!!
                device.SetRenderTarget(surface);

                if (IsFullScreen)
                {
                    if ((dst.Left == 0) && (dst.Right == Width) && (dst.Top == 0) && (dst.Bottom == Height))
                    {
                        surface.GetData(data);
                    }
                    else
                    {
                        var rect = new Rectangle();
                        rect.Left   = dst.Left;
                        rect.Right  = dst.Right;
                        rect.Top    = dst.Top;
                        rect.Bottom = dst.Bottom;

                        surface.GetData(0, XnaHelper.ToRectangle(rect), data, 0, 255);
                    }
                }
#if !(XBOX || XBOX360 || WINDOWS_PHONE)
                else
                {
                    var srcRect = new Rectangle();
                    srcRect.Left   = dst.Left;
                    srcRect.Right  = dst.Right;
                    srcRect.Top    = dst.Top;
                    srcRect.Bottom = dst.Bottom;
                    // Adjust Rectangle for Window Menu and Chrome
                    var point = new Point();
                    point.X = (int)srcRect.Left;
                    point.Y = (int)srcRect.Top;
                    var control = Control.FromHandle(_windowHandle);
                    point           = control.PointToScreen(point);
                    srcRect.Top     = (long)point.Y;
                    srcRect.Left    = (long)point.X;
                    srcRect.Bottom += (long)point.Y;
                    srcRect.Right  += (long)point.X;

                    surface.GetData(0, XnaHelper.ToRectangle(srcRect), data, 0, 255);
                }
#endif
            }
            else
            {
                device.SetRenderTarget(surface);

                if ((dst.Left == 0) && (dst.Right == Width) && (dst.Top == 0) && (dst.Bottom == Height))
                {
                    surface.GetData(data);
                }
                else
                {
                    var rect = new Rectangle();
                    rect.Left   = dst.Left;
                    rect.Right  = dst.Right;
                    rect.Top    = dst.Top;
                    rect.Bottom = dst.Bottom;

                    surface.GetData(0, XnaHelper.ToRectangle(rect), data, 0, 255);
                }
            }
#endif

            var format = XnaHelper.Convert(surface.Format);

            if (format == PixelFormat.Unknown)
            {
                throw new Exception("Unsupported format");
            }

            var dataPtr = Memory.PinObject(data);
            var src     = new PixelBox(dst.Width, dst.Height, 1, format, dataPtr);
            src.RowPitch   = pitch / PixelUtil.GetNumElemBytes(format);
            src.SlicePitch = surface.Height * src.RowPitch;

            PixelConverter.BulkPixelConversion(src, dst);

            Memory.UnpinObject(data);
            surface.Dispose();
        }
Esempio n. 11
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        private void CreateNormalTexture()
        {
            Debug.Assert(SrcWidth > 0 && SrcHeight > 0);

            // use current back buffer format for render textures, else use the one
            // defined by this texture format
            var xnaPixelFormat =
                (Usage == TextureUsage.RenderTarget) ? _bbPixelFormat : ChooseXnaFormat();


            // how many mips to use?  make sure its at least one
            var numMips = (MipmapCount > 0) ? MipmapCount : 1;

            //bloody 'ell, it's great that Xa 4.0 checks capabilities for the programmer, but it's incredibly annoying
            //that it doesn't tell the programer anything about them. Anyway, there's no way for us to know if MipMaps are supported,
            //but in the c'tor of the Texture is a paramater bool mipMap, which, if set to true and mipMaps aren't supported, Xna will take care of it
            //-DoubleA

            //MipmapsHardwareGenerated = false;
            //if ( _devCaps.TextureCapabilities.SupportsMipMap )
            //{
            //    MipmapsHardwareGenerated = CanAutoGenMipMaps( xnaUsage, XFG.ResourceType.Texture2D, xnaPixelFormat );
            //    if ( MipmapsHardwareGenerated )
            //    {
            //        numMips = 0;
            //    }
            //}
            //else
            //{
            //    // no mip map support for this kind of texture
            //    this.MipmapCount = 0;
            //    numMips = 1;
            //}

            if (Usage == TextureUsage.RenderTarget)
            {
                renderTarget = new RenderTarget2D(_device, SrcWidth, SrcHeight, MipmapCount > 0,
                                                  xnaPixelFormat, DepthFormat.Depth24Stencil8);
                _normTexture = renderTarget;
                CreateDepthStencil();
            }
            else
            {
#if SILVERLIGHT
                if (!IsPowerOfTwo)
                {
                    MipmapCount = 0;
                }
#endif
                _normTexture = new Texture2D(_device, SrcWidth, SrcHeight, MipmapCount > 0, xnaPixelFormat);
            }
            _texture = _normTexture;

            SetFinalAttributes(SrcWidth, SrcHeight, 1, XnaHelper.Convert(xnaPixelFormat));

            if (MipmapsHardwareGenerated)
            {
                //Generating mip maps API is no longer exposed. RenderTargets will auto-generate their mipmaps
                //but for other textures you're S.O.L. -DoubleA. See Shawn Hargreaves response to this thread: http://forums.create.msdn.com/forums/p/71559/436835.aspx
                //_texture.GenerateMipMaps( GetBestFilterMethod() );
            }
        }
Esempio n. 12
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        private void LoadNormalTexture()
        {
            Debug.Assert(TextureType == TextureType.OneD || TextureType == TextureType.TwoD);

            if (Root.Instance.RenderSystem.ConfigOptions["Use Content Pipeline"].Value == "Yes")
            {
                var acm = new AxiomContentManager((XnaRenderSystem)Root.Instance.RenderSystem, "Content");
                _normTexture             = acm.Load <Texture2D>(Name);
                _texture                 = _normTexture;
                Width                    = _normTexture.Width;
                Height                   = _normTexture.Height;
                internalResourcesCreated = true;
            }
#if !(XBOX || XBOX360)
            else
            {
                Stream stream;
                if (Name.EndsWith(".dds"))
                {
                    stream = ResourceGroupManager.Instance.OpenResource(Name);

                    // use Xna to load the image directly from the stream
                    //XFG.TextureCreationParameters tcp = new XFG.TextureCreationParameters();
                    //tcp.Filter = Microsoft.Xna.Framework.Graphics.FilterOptions.Triangle;
                    //tcp.MipLevels = MipmapCount;

                    //Not sure how to set MipLevels. _normTexture.LevelCount is get-only...
#if SILVERLIGHT
                    var im = new BitmapImage();
                    im.SetSource(stream);
                    _normTexture = new Texture2D(_device, im.PixelWidth, im.PixelHeight, false, SurfaceFormat.Color);
                    im.CopyTo(_normTexture);
#else
                    _normTexture = Texture2D.FromStream(_device, stream);                       //.FromFile( _device, stream, tcp );
#endif

                    // store a ref for the base texture interface
                    _texture = _normTexture;

                    //reset stream position to read Texture information
                    ////stream.Position = 0;

                    // set the image data attributes

                    //Not sure if these lines accomplish the same thing as the below commented-out ones.
                    SetSrcAttributes(_normTexture.Width, _normTexture.Height, 1,
                                     XnaHelper.Convert(_normTexture.Format));
                    SetFinalAttributes(_normTexture.Width, _normTexture.Height, 1,
                                       XnaHelper.Convert(_normTexture.Format));

                    //XFG.TextureInformation info = XFG.Texture2D.GetTextureInformation( stream );
                    //SetSrcAttributes( info.Width, info.Height, 1, XnaHelper.Convert( info.Format ) );
                    //SetFinalAttributes( info.Width, info.Height, 1, XnaHelper.Convert( info.Format ) );

                    internalResourcesCreated = true;
                }
                else
                {
                    // find & load resource data intro stream to allow resource group changes if required
                    stream = ResourceGroupManager.Instance.OpenResource(Name, Group, true, this);
//#if SILVERLIGHT
//                    if (stream == null)
//                    {
//                        Name += ".png";
//                        stream = ResourceGroupManager.Instance.OpenResource( Name, Group, true, this );
//                    }
//#endif
                    var pos = Name.LastIndexOf(".");
                    var ext = Name.Substring(pos + 1);

                    // Call internal LoadImages, not LoadImage since that's external and
                    // will determine load status etc again
                    var image = Image.FromStream(stream, ext);
                    LoadImages(new[]
                    {
                        image
                    });
                    image.Dispose();
                }

                if (stream != null)
                {
                    stream.Close();
                }
            }
#endif
        }