Esempio n. 1
0
        public static unsafe DemoImage LoadImage(string filePathName, bool flipVertical)
        {
            var imageClass = UIImage.FromFile(filePathName);

            var cgImage = imageClass.CGImage;

            if(cgImage == null)
            {
                return null;
            }

            var image = new DemoImage();
            image.Width = cgImage.Width;
            image.Height = cgImage.Height;
            image.RowByteSize = image.Width * 4;
            image.Data =  new byte[cgImage.Height * image.RowByteSize];
            image.Format = PixelInternalFormat.Rgba;
            image.Type = PixelType.UnsignedByte;

            fixed (byte *ptr = &image.Data [0]){
                using(var context = new CGBitmapContext((IntPtr) ptr, image.Width, image.Height, 8, image.RowByteSize, cgImage.ColorSpace, CGImageAlphaInfo.NoneSkipLast))
                {
                    context.SetBlendMode(CGBlendMode.Copy);

                    if(flipVertical)
                    {
                        context.TranslateCTM(0.0f, (float)image.Height);
                        context.ScaleCTM(1.0f, -1.0f);
                    }

                    context.DrawImage(new RectangleF(0f, 0f, image.Width, image.Height), cgImage);
                }
            }
            return image;
        }
Esempio n. 2
0
		int BuildTexture(DemoImage image)
		{
			int texName = 0; 
			
			// Create a texture object to apply to model
			GL.GenTextures(1, out texName);
			GL.BindTexture(TextureTarget.Texture2D, texName);
			
			// Set up filter and wrap modes for this texture object
			GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)All.ClampToEdge);
			GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)All.ClampToEdge);
			GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear);
			GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.LinearMipmapLinear);
			
			// Indicate that pixel rows are tightly packed 
			//  (defaults to stride of 4 which is kind of only good for
			//  RGBA or FLOAT data types)
			GL.PixelStore(PixelStoreParameter.UnpackAlignment, 1);
			
			// Allocate and load image data into texture
			GL.TexImage2D<byte>(TextureTarget.Texture2D, 0, image.Format, image.Width, image.Height, 0,
						 (PixelFormat)Enum.ToObject(typeof(PixelFormat), (int)image.Format), image.Type, image.Data);
			
			// Create mipmaps for this texture for better image quality
			GL.GenerateMipmap(TextureTarget.Texture2D);
			
			GetGLError();
			
			return texName;
		}