Esempio n. 1
0
 /// <summary>
 /// Processes a resize operation for this texture.
 /// </summary>
 private void ProcessResize()
 {
     using (OpenGLState.ScopedBindTexture2D(texture, true))
     {
         gl.TexImage2D(gl.GL_TEXTURE_2D, 0, (int)internalformat,
                       width, height, 0, format, type, null);
     }
 }
Esempio n. 2
0
        /// <summary>
        /// Sets the texture's data.
        /// </summary>
        /// <param name="level">The mipmap level for which to set data.</param>
        /// <param name="rect">A rectangle describing the position and size of the data to set.</param>
        /// <param name="data">A pointer to the data to set.</param>
        /// <param name="offset">The index of the first element to set.</param>
        /// <param name="count">The number of elements to set.</param>
        /// <param name="stride">The number of elements in one row of data.</param>
        /// <param name="format">The format of the data being set.</param>
        /// <param name="origin">A <see cref="SetDataOrigin"/> value specifying the origin of the texture data in <paramref name="data"/>.</param>
        private unsafe void SetDataInternal(Int32 level, Rectangle?rect, IntPtr data, Int32 offset, Int32 count, Int32 stride, TextureDataFormat format, SetDataOrigin origin)
        {
            var region = rect ?? new Rectangle(0, 0, width, height);

            if (region.Width * region.Height != count)
            {
                throw new InvalidOperationException(UltravioletStrings.BufferIsWrongSize);
            }

            const Int32 SizeOfTextureElementInBytes = 4;

            var flipHorizontally = (origin == SetDataOrigin.TopRight || origin == SetDataOrigin.BottomRight);
            var flipVertically   = (origin == SetDataOrigin.TopLeft || origin == SetDataOrigin.TopRight);

            TextureUtil.ReorientTextureData(data.ToPointer(), region.Width, region.Height,
                                            SizeOfTextureElementInBytes, flipHorizontally, flipVertically);

            if (flipHorizontally)
            {
                region = new Rectangle((width - region.Width) - region.X, region.Y, region.Width, region.Height);
            }
            if (flipVertically)
            {
                region = new Rectangle(region.X, (height - region.Height) - region.Y, region.Width, region.Height);
            }

            using (OpenGLState.ScopedBindTexture2D(texture))
            {
                gl.PixelStorei(gl.GL_UNPACK_ROW_LENGTH, stride);
                gl.ThrowIfError();

                gl.PixelStorei(gl.GL_UNPACK_ALIGNMENT, 1);
                gl.ThrowIfError();

                gl.TextureSubImage2D(texture, gl.GL_TEXTURE_2D, level, region.X, region.Y, region.Width, region.Height,
                                     GetOpenGLTextureFormat(format), gl.GL_UNSIGNED_BYTE, data.ToPointer());
                gl.ThrowIfError();

                gl.PixelStorei(gl.GL_UNPACK_ROW_LENGTH, 0);
                gl.ThrowIfError();
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Sets the texture's data.
        /// </summary>
        /// <param name="level">The mipmap level for which to set data.</param>
        /// <param name="rect">A rectangle describing the position and size of the data to set.</param>
        /// <param name="data">A pointer to the data to set.</param>
        /// <param name="offset">The index of the first element to set.</param>
        /// <param name="count">The number of elements to set.</param>
        /// <param name="stride">The number of elements in one row of data.</param>
        /// <param name="format">The format of the data being set.</param>
        /// <param name="origin">A <see cref="SetDataOrigin"/> value specifying the origin of the texture data in <paramref name="data"/>.</param>
        private unsafe void SetDataInternal(Int32 level, Rectangle?rect, IntPtr data, Int32 offset, Int32 count, Int32 stride, TextureDataFormat format, SetDataOrigin origin)
        {
            var region = rect ?? new Rectangle(0, 0, width, height);

            if (region.Width * region.Height != count)
            {
                throw new InvalidOperationException(UltravioletStrings.BufferIsWrongSize);
            }

            const Int32 SizeOfTextureElementInBytes = 4;

            var flipHorizontally = (origin == SetDataOrigin.TopRight || origin == SetDataOrigin.BottomRight);
            var flipVertically   = (origin == SetDataOrigin.TopLeft || origin == SetDataOrigin.TopRight);

            TextureUtil.ReorientTextureData(data.ToPointer(), region.Width, region.Height,
                                            SizeOfTextureElementInBytes, flipHorizontally, flipVertically);

            if (flipHorizontally)
            {
                region = new Rectangle((width - region.Width) - region.X, region.Y, region.Width, region.Height);
            }
            if (flipVertically)
            {
                region = new Rectangle(region.X, (height - region.Height) - region.Y, region.Width, region.Height);
            }

            using (OpenGLState.ScopedBindTexture2D(texture))
            {
                var rowLengthSupported        = (!gl.IsGLES2 || gl.IsExtensionSupported("GL_EXT_unpack_subimage"));
                var rowLengthFallbackRequired = (stride != 0 && !rowLengthSupported);
                if (rowLengthFallbackRequired)
                {
                    var ptr = (Byte *)data.ToPointer();
                    for (int i = 0; i < height; i++)
                    {
                        gl.TextureSubImage2D(texture, gl.GL_TEXTURE_2D, level, region.X, region.Y + i, region.Width, 1,
                                             GetOpenGLTextureFormat(format), gl.GL_UNSIGNED_BYTE, ptr);

                        ptr += stride * 4;
                    }
                }
                else
                {
                    if (rowLengthSupported)
                    {
                        gl.PixelStorei(gl.GL_UNPACK_ROW_LENGTH, stride);
                        gl.ThrowIfError();
                    }

                    gl.PixelStorei(gl.GL_UNPACK_ALIGNMENT, 1);
                    gl.ThrowIfError();

                    gl.TextureSubImage2D(texture, gl.GL_TEXTURE_2D, level, region.X, region.Y, region.Width, region.Height,
                                         GetOpenGLTextureFormat(format), gl.GL_UNSIGNED_BYTE, data.ToPointer());
                    gl.ThrowIfError();

                    if (rowLengthSupported)
                    {
                        gl.PixelStorei(gl.GL_UNPACK_ROW_LENGTH, 0);
                        gl.ThrowIfError();
                    }
                }
            }
        }
Esempio n. 4
0
        /// <summary>
        /// Creates the underlying native OpenGL texture with the specified format and data.
        /// </summary>
        /// <param name="uv">The Ultraviolet context.</param>
        /// <param name="internalformat">The texture's internal format.</param>
        /// <param name="width">The texture's width in pixels.</param>
        /// <param name="height">The texture's height in pixels.</param>
        /// <param name="format">The texel format.</param>
        /// <param name="type">The texel data type.</param>
        /// <param name="pixels">A pointer to the beginning of the texture's pixel data.</param>
        /// <param name="immutable">A value indicating whether to use immutable texture storage.</param>
        private void CreateNativeTexture(UltravioletContext uv, UInt32 internalformat, Int32 width, Int32 height, UInt32 format, UInt32 type, void *pixels, Boolean immutable)
        {
            if (uv.IsRunningInServiceMode)
            {
                throw new NotSupportedException(UltravioletStrings.NotSupportedInServiceMode);
            }

            this.width          = width;
            this.height         = height;
            this.internalformat = internalformat;
            this.format         = format;
            this.type           = type;
            this.immutable      = immutable;

            this.texture = uv.QueueWorkItemAndWait(() =>
            {
                uint glname;

                using (OpenGLState.ScopedCreateTexture2D(out glname))
                {
                    if (!gl.IsGLES2)
                    {
                        gl.TextureParameteri(glname, gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAX_LEVEL, 0);
                        gl.ThrowIfError();
                    }

                    gl.TextureParameteri(glname, gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, (int)gl.GL_LINEAR);
                    gl.ThrowIfError();

                    gl.TextureParameteri(glname, gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, (int)gl.GL_LINEAR);
                    gl.ThrowIfError();

                    gl.TextureParameteri(glname, gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, (int)gl.GL_CLAMP_TO_EDGE);
                    gl.ThrowIfError();

                    gl.TextureParameteri(glname, gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, (int)gl.GL_CLAMP_TO_EDGE);
                    gl.ThrowIfError();

                    if (immutable)
                    {
                        if (gl.IsTextureStorageAvailable)
                        {
                            gl.TextureStorage2D(glname, gl.GL_TEXTURE_2D, 1, internalformat, width, height);
                            gl.ThrowIfError();

                            if (pixels != null)
                            {
                                gl.TextureSubImage2D(glname, gl.GL_TEXTURE_2D, 0, 0, 0, width, height, format, type, pixels);
                                gl.ThrowIfError();
                            }
                        }
                        else
                        {
                            gl.TextureImage2D(glname, gl.GL_TEXTURE_2D, 0, (int)internalformat, width, height, 0, format, type, pixels);
                            gl.ThrowIfError();
                        }
                    }
                }

                if (!immutable)
                {
                    using (OpenGLState.ScopedBindTexture2D(glname, true))
                    {
                        gl.TexImage2D(gl.GL_TEXTURE_2D, 0, (int)internalformat, width, height, 0, format, type, pixels);
                        gl.ThrowIfError();
                    }
                }

                return(glname);
            });
        }