コード例 #1
0
    public static Texture2D LoadTexture(string imagePath, bool doMipMaps)
    {
        Initialize();

        Texture2D resultTexture = null;

        if (isExistExternalLoader)
        {
            TextureInfo infoResult = externalLoader.GetInfo(imagePath);
            if (infoResult.exist)
            {
                IntPtr texture = externalLoader.LoadTexture(imagePath, doMipMaps);
                if (texture != IntPtr.Zero)
                {
                    resultTexture = Texture2D.CreateExternalTexture(infoResult.width, infoResult.height, TextureFormat.RGBA32, doMipMaps, false, texture);
                }
            }
        }
        else
        {
            #if !UNITY_EDITOR
            resultTexture = LoadTextureInternal(imagePath, doMipMaps);
            #else
            resultTexture = LoadTextureEditor(imagePath, doMipMaps);
            #endif
        }

        resultTexture = SetupTexture(resultTexture, doMipMaps);

        return(resultTexture);
    }
コード例 #2
0
        protected void LoadTexture()
        {
            IsReady      = false;
            lastLoadPath = textures[_selectedTexture][_selectedColor];
            if (!textureCache.ContainsKey(lastLoadPath))
            {
                textureLoader.LoadTexture(new string[] { lastLoadPath }, loadCallback);
            }
            else
            {
                IsReady = true;
            }

            //Loading near textures for smoother work
            var requiredPaths = new List <string>()
            {
                textures[_selectedTexture][_selectedColor],
                textures[_selectedTexture][GetColorNumber(_selectedColor + 1)],
                textures[_selectedTexture][GetColorNumber(_selectedColor - 1)],
                textures[GetTextureNumber(_selectedTexture + 1)][_selectedColor],
                textures[GetTextureNumber(_selectedTexture - 1)][_selectedColor],
            };

            var neededPaths = new List <string>();

            for (int i = 0; i < requiredPaths.Count; i++)
            {
                if (!textureCache.ContainsKey(requiredPaths[i]))
                {
                    neededPaths.Add(requiredPaths[i]);
                }
            }
            if (neededPaths.Count > 0)
            {
                lastLoadPath = neededPaths[0];
                textureLoader.LoadTexture(neededPaths.ToArray(), loadCallback);
            }
        }
コード例 #3
0
ファイル: CursorRenderer.cs プロジェクト: Zulkir/RAVC
        public CursorRenderer(IClientSettings settings, IContext context, ITextureLoader textureLoader)
        {
            var header = settings.IsEs ? EsHeader : DesktopHeader;
            var vertexShader = context.Create.VertexShader(header + VertexShaderText);
            var fragmentShader = context.Create.FragmentShader(header + FragmentShaderText);
            program = context.Create.Program(new ShaderProgramDescription
            {
                VertexShaders = new[] { vertexShader },
                FragmentShaders = new[] { fragmentShader },
                VertexAttributeNames = new[] { "in_position", "in_tex_coord" },
                SamplerNames = new[] { "DiffTexture" }
            });

            var vertexBuffer = context.Create.Buffer(BufferTarget.ArrayBuffer, 4 * Vertex.Size, BufferUsageHint.StaticDraw, new[]
            {
                new Vertex(-1f, 1f, 0f, 0f),
                new Vertex(1f, 1f, 1f, 0f),
                new Vertex(1f, -1f, 1f, 1f),
                new Vertex(-1f, -1f, 0f, 1f)
            });

            var indexBuffer = context.Create.Buffer(BufferTarget.ElementArrayBuffer, 6 * sizeof(ushort), BufferUsageHint.StaticDraw, new ushort[]
            {
                0, 1, 2, 0, 2, 3
            });

            vertexArray = context.Create.VertexArray();
            vertexArray.SetVertexAttributeF(0, vertexBuffer, VertexAttributeDimension.Two, VertexAttribPointerType.Float, false, Vertex.Size, 0);
            vertexArray.SetVertexAttributeF(1, vertexBuffer, VertexAttributeDimension.Two, VertexAttribPointerType.Float, false, Vertex.Size, 2 * sizeof(float));
            vertexArray.SetElementArrayBuffer(indexBuffer);

            texture = textureLoader.LoadTexture(context, "Cursor.png");
            sampler = context.Create.Sampler();
            sampler.SetMagFilter(TextureMagFilter.Nearest);
        }
コード例 #4
0
ファイル: TriangleBuffer.cs プロジェクト: WCoetser/TRL-3D
        public void SetState(bool isReload)
        {
            if (!isReload)
            {
                _maxFragmentShaderTextureUnits = GL.GetInteger(GetPName.MaxTextureImageUnits);
                _shaderProgram = _shaderCompiler.Compile(GetVertexShaderCode(), GetFragmentShaderCode());
            }

            if (_activeTextures.Count > _maxFragmentShaderTextureUnits)
            {
                _logger.LogInformation($"Maximum number of fragment shader texture image units = {_maxFragmentShaderTextureUnits}");
                _logger.LogError("Maximum number of active textures exceeded.");
                return;
            }

            _renderTextures = new List <Textures.Texture>();
            foreach (var texture in _activeTextures)
            {
                _renderTextures.Add(_textureLoader.LoadTexture(texture));
            }

            if (isReload)
            {
                GL.BindBuffer(BufferTarget.ArrayBuffer, _vertexBufferObject);
                GL.BufferSubData(BufferTarget.ArrayBuffer, IntPtr.Zero, _vertexBuffer.Value.Length * sizeof(float), _vertexBuffer.Value);
            }
            else
            {
                var stride = ComponentsPerVertex * sizeof(float);

                var vertexArrays = new int[1];
                GL.CreateVertexArrays(1, vertexArrays);
                GL.BindVertexArray(vertexArrays[0]);
                _vertexArrayObject = vertexArrays[0];

                var buffers = new int[1];
                GL.CreateBuffers(1, buffers);
                GL.BindBuffer(BufferTarget.ArrayBuffer, buffers[0]);
                GL.BufferData(BufferTarget.ArrayBuffer, _vertexBuffer.Value.Length * sizeof(float), _vertexBuffer.Value, BufferUsageHint.DynamicCopy);
                _vertexBufferObject = buffers[0];

                // Vertex ID
                const int layout_pos_vertexId = 0;
                GL.EnableVertexArrayAttrib(_vertexArrayObject, layout_pos_vertexId);
                GL.VertexAttribPointer(layout_pos_vertexId, 3, VertexAttribPointerType.Float, false, stride, 0);

                // Surface ID
                const int layout_pos_surfaceId = 1;
                GL.EnableVertexArrayAttrib(_vertexArrayObject, layout_pos_surfaceId);
                GL.VertexAttribPointer(layout_pos_surfaceId, 3, VertexAttribPointerType.Float, false, stride, sizeof(float));

                // Vertex position
                const int layout_pos_vertexPosition = 2;
                GL.EnableVertexArrayAttrib(_vertexArrayObject, layout_pos_vertexPosition);
                GL.VertexAttribPointer(layout_pos_vertexPosition, 3, VertexAttribPointerType.Float, false, stride, 2 * sizeof(float));

                // Vertex colour
                const int layout_pos_vertexColor = 3;
                GL.EnableVertexArrayAttrib(_vertexArrayObject, layout_pos_vertexColor);
                GL.VertexAttribPointer(layout_pos_vertexColor, 4, VertexAttribPointerType.Float, false, stride, 5 * sizeof(float));

                // Texture coordinates
                const int layout_tex_coords = 4;
                GL.EnableVertexArrayAttrib(_vertexArrayObject, layout_tex_coords);
                GL.VertexAttribPointer(layout_tex_coords, 2, VertexAttribPointerType.Float, false, stride, 9 * sizeof(float));

                // Sampler index
                const int layout_sampler_index = 5;
                GL.EnableVertexArrayAttrib(_vertexArrayObject, layout_sampler_index);
                GL.VertexAttribPointer(layout_sampler_index, 1, VertexAttribPointerType.Float, false, stride, 11 * sizeof(float));

                // Create vertex index buffer for drawing triangles
                var indexBuffers = new int[1];
                GL.CreateBuffers(1, indexBuffers);
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexBuffers[0]);
                GL.BufferData(BufferTarget.ElementArrayBuffer, _vertexIndexBuffer.Value.Length * sizeof(uint), _vertexIndexBuffer.Value, BufferUsageHint.DynamicDraw);
                _vertexIndexBufferId = indexBuffers[0];

                // Log stats
                _logger.LogInformation($"Vertex buffer size = {_vertexBuffer.Value.Length * sizeof(float)} bytes");
                _logger.LogInformation($"Vertex index buffer size = {_vertexIndexBuffer.Value.Length * sizeof(uint)} bytes");
            }
        }