コード例 #1
0
        /// <summary>
        ///   Internal method to create a warning texture (bound when a texture unit is blank)
        /// </summary>
        protected void CreateWarningTexture()
        {
            // Generate warning texture
            int width  = 8;
            int height = 8;

            // TODO convert to 5_6_5
            unsafe
            {
                int *data = stackalloc int[width * height];                   // 0xXXRRGGBB

                //yellow / black stripes
                for (int y = 0; y < height; ++y)
                {
                    for (int x = 0; x < width; ++x)
                    {
                        data[y * width + x] = (((x + y) % 8) < 4) ? 0x000000 : 0xFFFF00;
                    }
                }

                // Create GL resource
                OpenGL.GenTextures(1, ref this._warningTextureID);
                GLESConfig.GlCheckError(this);
                OpenGL.BindTexture(All.Texture2D, this._warningTextureID);
                GLESConfig.GlCheckError(this);
                OpenGL.TexImage2D(All.Texture2D, 0, (int)All.Rgb, width, height, 0, All.Rgb, All.UnsignedByte, (IntPtr)data);
                GLESConfig.GlCheckError(this);
            }
        }
コード例 #2
0
ファイル: GLESTextureBuffer.cs プロジェクト: bostich83/axiom
        /// <summary>
        /// </summary>
        /// <param name="name"> </param>
        /// <param name="target"> </param>
        /// <param name="id"> </param>
        /// <param name="width"> </param>
        /// <param name="height"> </param>
        /// <param name="format"> </param>
        /// <param name="face"> </param>
        /// <param name="level"> </param>
        /// <param name="usage"> </param>
        /// <param name="crappyCard"> </param>
        /// <param name="writeGamma"> </param>
        /// <param name="fsaa"> </param>
        public GLESTextureBuffer(string basename, All targetfmt, int id, int width, int height, int format, int face, int level, BufferUsage usage, bool crappyCard, bool writeGamma, int fsaa)
            : base(0, 0, 0, Media.PixelFormat.Unknown, usage)
        {
            this._target         = targetfmt;
            this._textureId      = id;
            this._face           = face;
            this._level          = level;
            this._softwareMipmap = crappyCard;

            GLESConfig.GlCheckError(this);
            OpenGL.BindTexture(All.Texture2D, this._textureId);
            GLESConfig.GlCheckError(this);

            // Get face identifier
            this._faceTarget = this._target;

            // TODO verify who get this
            Width  = width;
            Height = height;
            Depth  = 1;

            _glInternalFormat = (All)format;
            Format            = GLESPixelUtil.GetClosestAxiomFormat(_glInternalFormat);

            RowPitch    = Width;
            SlicePitch  = Height * Width;
            sizeInBytes = PixelUtil.GetMemorySize(Width, Height, Depth, Format);

            // Set up a pixel box
            _buffer = new PixelBox(Width, Height, Depth, Format);
            if (Width == 0 || Height == 0 || Depth == 0)
            {
                /// We are invalid, do not allocate a buffer
                return;
            }

            // Is this a render target?
            if (((int)Usage & (int)TextureUsage.RenderTarget) != 0)
            {
                // Create render target for each slice
                for (int zoffset = 0; zoffset < Depth; zoffset++)
                {
                    string name = string.Empty;
                    name = "rtt/" + GetHashCode() + "/" + basename;
                    var target = new GLESSurfaceDescription();
                    target.Buffer  = this;
                    target.ZOffset = zoffset;
                    RenderTexture trt = GLESRTTManager.Instance.CreateRenderTexture(name, target, writeGamma, fsaa);
                    this._sliceTRT.Add(trt);
                    Root.Instance.RenderSystem.AttachRenderTarget(this._sliceTRT[zoffset]);
                }
            }
        }
コード例 #3
0
        public void LoadFromImage(Bitmap bmp)
        {
            _bmp = bmp;

            GL.BindTexture(All.Texture2D, TexHandle);

            //GL.TexEnv(All.TextureEnv, All.TextureEnvMode, (float)All.Modulate);

            // setup texture parameters
            GL.TexParameterx(All.Texture2D, All.TextureMagFilter, (int)All.Linear);
            GL.TexParameterx(All.Texture2D, All.TextureMinFilter, (int)All.Linear);
            GL.TexParameterx(All.Texture2D, All.TextureWrapS, (int)All.ClampToEdge);
            GL.TexParameterx(All.Texture2D, All.TextureWrapT, (int)All.ClampToEdge);

            Android.Opengl.GLUtils.TexImage2D((int)All.Texture2D, 0, bmp, 0);
        }
コード例 #4
0
ファイル: GLESTextureBuffer.cs プロジェクト: bostich83/axiom
        /// <summary>
        /// </summary>
        /// <param name="data"> </param>
        /// <param name="dest"> </param>
        protected override void Upload(PixelBox data, BasicBox dest)
        {
            OpenGL.BindTexture(this._target, this._textureId);
            GLESConfig.GlCheckError(this);

            if (PixelUtil.IsCompressed(data.Format))
            {
                if (data.Format != Format || !data.IsConsecutive)
                {
                    throw new AxiomException("Compressed images must be consecutive, in the source format");
                }

                if (data.Format != Format || !data.IsConsecutive)
                {
                    throw new AxiomException("Compressed images must be consecutive, in the source format.");
                }

                All format = GLESPixelUtil.GetClosestGLInternalFormat(Format);
                // Data must be consecutive and at beginning of buffer as PixelStorei not allowed
                // for compressed formats
                if (dest.Left == 0 && dest.Top == 0)
                {
                    OpenGL.CompressedTexImage2D(All.Texture2D, this._level, format, dest.Width, dest.Height, 0, data.ConsecutiveSize, data.Data);
                }
                else
                {
                    OpenGL.CompressedTexSubImage2D(All.Texture2D, this._level, dest.Left, dest.Top, dest.Width, dest.Height, format, data.ConsecutiveSize, data.Data);
                }
                GLESConfig.GlCheckError(this);
            }
            else if (this._softwareMipmap)
            {
                if (data.Width != data.RowPitch)
                {
                    //TODO
                    throw new AxiomException("Unsupported Texture format!");
                }
                if (data.Height * data.Width != data.SlicePitch)
                {
                    //TODO
                    throw new AxiomException("Unsupported Texture format!");
                }

                OpenGL.PixelStore(All.UnpackAlignment, 1);
                GLESConfig.GlCheckError(this);
                BuildMipmaps(data);
            }
            else
            {
                if (data.Width != data.RowPitch)
                {
                    //TODO
                    throw new AxiomException("Unsupported Texture format!");
                }
                if (data.Height * data.Width != data.SlicePitch)
                {
                    //TODO
                    throw new AxiomException("Unsupported Texture format!");
                }

                if (((data.Width * PixelUtil.GetNumElemBytes(data.Format)) & 3) != 0)
                {
                    // Standard alignment of 4 is not right
                    OpenGL.PixelStore(All.UnpackAlignment, 1);
                    GLESConfig.GlCheckError(this);
                }
                All form = GLESPixelUtil.GetGLOriginFormat(data.Format);
                All pix  = GLESPixelUtil.GetGLOriginDataType(data.Format);
                GLESConfig.GlCheckError(this);
                GL.TexSubImage2D(this._faceTarget, this._level, dest.Left, dest.Top, dest.Width, dest.Height, GLESPixelUtil.GetGLOriginFormat(data.Format), GLESPixelUtil.GetGLOriginDataType(data.Format), data.Data);
                GLESConfig.GlCheckError(this);
            }

            OpenGL.PixelStore(All.UnpackAlignment, 4);
            GLESConfig.GlCheckError(this);
        }
コード例 #5
0
ファイル: GLESTexture.cs プロジェクト: bostich83/axiom
        /// <summary>
        /// </summary>
        protected override void createInternalResources()
        {
            // Convert to nearest power-of-two size if required
            Width  = GLESPixelUtil.OptionalPO2(Width);
            Height = GLESPixelUtil.OptionalPO2(Height);
            Depth  = GLESPixelUtil.OptionalPO2(Depth);

            //adjust format if required
            Format = TextureManager.Instance.GetNativeFormat(Graphics.TextureType.TwoD, Format, Usage);
            // Check requested number of mipmaps
            int maxMips = GLESPixelUtil.GetMaxMipmaps(Width, Height, Depth, Format);

            if (PixelUtil.IsCompressed(Format) && _mipmapCount == 0)
            {
                RequestedMipmapCount = 0;
            }

            _mipmapCount = RequestedMipmapCount;
            if (_mipmapCount > maxMips)
            {
                _mipmapCount = maxMips;
            }

            // Generate texture name
            OpenGL.GenTextures(1, ref this._textureID);
            GLESConfig.GlCheckError(this);
            // Set texture type
            OpenGL.BindTexture(All.Texture2D, this._textureID);
            GLESConfig.GlCheckError(this);
            // Set some misc default parameters, these can of course be changed later
            OpenGL.TexParameter(All.Texture2D, All.TextureMinFilter, (int)All.LinearMipmapNearest);
            GLESConfig.GlCheckError(this);
            OpenGL.TexParameter(All.Texture2D, All.TextureMagFilter, (int)All.Nearest);
            GLESConfig.GlCheckError(this);
            OpenGL.TexParameter(All.Texture2D, All.TextureWrapS, (int)All.ClampToEdge);
            GLESConfig.GlCheckError(this);
            OpenGL.TexParameter(All.Texture2D, All.TextureWrapT, (int)All.ClampToEdge);
            GLESConfig.GlCheckError(this);
            // If we can do automip generation and the user desires this, do so
            MipmapsHardwareGenerated = Root.Instance.RenderSystem.HardwareCapabilities.HasCapability(Capabilities.HardwareMipMaps) && !PixelUtil.IsCompressed(Format);

            if ((Usage & TextureUsage.AutoMipMap) == TextureUsage.AutoMipMap && RequestedMipmapCount > 0 && MipmapsHardwareGenerated)
            {
                OpenGL.TexParameter(All.Texture2D, All.GenerateMipmap, (int)All.True);
                GLESConfig.GlCheckError(this);
            }

            // Allocate internal buffer so that TexSubImageXD can be used
            // Internal format
            All format = GLESPixelUtil.GetClosestGLInternalFormat(Format, HardwareGammaEnabled);
            int width  = Width;
            int height = Height;
            int depth  = Depth;

            if (PixelUtil.IsCompressed(Format))
            {
                // Compressed formats
                int size = PixelUtil.GetMemorySize(Width, Height, Depth, Format);

                // Provide temporary buffer filled with zeroes as glCompressedTexImageXD does not
                // accept a 0 pointer like normal glTexImageXD
                // Run through this process for every mipmap to pregenerate mipmap pyramid

                var    tmpData    = new byte[size];
                IntPtr tmpDataptr = Memory.PinObject(tmpData);
                for (int mip = 0; mip <= MipmapCount; mip++)
                {
                    size = PixelUtil.GetMemorySize(Width, Height, Depth, Format);
                    OpenGL.CompressedTexImage2D(All.Texture2D, mip, format, width, height, 0, size, tmpDataptr);

                    GLESConfig.GlCheckError(this);

                    if (width > 1)
                    {
                        width = width / 2;
                    }
                    if (height > 1)
                    {
                        height = height / 2;
                    }
                    if (depth > 1)
                    {
                        depth = depth / 2;
                    }
                }
                Memory.UnpinObject(tmpData);
            }
            else
            {
                // Run through this process to pregenerate mipmap pyramid
                for (int mip = 0; mip <= MipmapCount; mip++)
                {
                    OpenGL.TexImage2D(All.Texture2D, mip, (int)format, width, height, 0, format, All.UnsignedByte, IntPtr.Zero);
                    GLESConfig.GlCheckError(this);

                    if (width > 1)
                    {
                        width = width / 2;
                    }
                    if (height > 1)
                    {
                        height = height / 2;
                    }
                }
            }

            CreateSurfaceList();

            // Get final internal format
            Format = GetBuffer(0, 0).Format;
        }
コード例 #6
0
ファイル: GLESFBORTTManager.cs プロジェクト: bostich83/axiom
        /// <summary>
        ///   Detect which internal formats are allowed as RTT Also detect what combinations of stencil and depth are allowed with this internal format.
        /// </summary>
        private void DetectFBOFormats()
        {
            // Try all formats, and report which ones work as target
            int fb = 0, tid = 0;
            All target = All.Texture2D;

            for (int x = 0; x < (int)Media.PixelFormat.Count; x++)
            {
                LogManager.Instance.Write("[GLES] [DEBUG] testing PixelFormat : {0}", (Media.PixelFormat)x);

                this._props[x]         = new FormatProperties();
                this._props[x].Modes   = new List <FormatProperties.Mode>();
                this._props[x].IsValid = false;

                // Fetch GL format token
                All fmt = GLESPixelUtil.GetClosestGLInternalFormat((Media.PixelFormat)x);
                LogManager.Instance.Write("[GLES] [DEBUG] fmt={0}", fmt);
                if (fmt == All.Zero && x != 0)
                {
                    continue;
                }

                // No test for compressed formats
                if (PixelUtil.IsCompressed((Media.PixelFormat)x))
                {
                    continue;
                }

                // Create and attach framebuffer
                OpenGLOES.GenRenderbuffers(1, ref fb);
                GLESConfig.GlCheckError(this);
                OpenGLOES.BindFramebuffer(All.FramebufferOes, fb);
                GLESConfig.GlCheckError(this);

                if (fmt != All.Zero)
                {
                    // Create and attach texture
                    OpenGL.GenTextures(1, ref tid);
                    GLESConfig.GlCheckError(this);
                    OpenGL.BindTexture(target, tid);
                    GLESConfig.GlCheckError(this);

                    // Set some default parameters
                    OpenGL.TexParameterx(target, All.TextureMinFilter, (int)All.LinearMipmapNearest);
                    GLESConfig.GlCheckError(this);
                    OpenGL.TexParameterx(target, All.TextureMagFilter, (int)All.Nearest);
                    GLESConfig.GlCheckError(this);
                    OpenGL.TexParameterx(target, All.TextureWrapS, (int)All.ClampToEdge);
                    GLESConfig.GlCheckError(this);
                    OpenGL.TexParameterx(target, All.TextureWrapT, (int)All.ClampToEdge);
                    GLESConfig.GlCheckError(this);

                    OpenGL.TexImage2D(target, 0, (int)fmt, ProbeSize, ProbeSize, 0, fmt, All.UnsignedByte, IntPtr.Zero);
                    GLESConfig.GlCheckError(this);
                    OpenGLOES.FramebufferTexture2D(All.FramebufferOes, All.ColorAttachment0Oes, target, tid, 0);
                    GLESConfig.GlCheckError(this);
                }

                // Check status
                All status = OpenGLOES.CheckFramebufferStatus(All.FramebufferOes);
                GLESConfig.GlCheckError(this);
                LogManager.Instance.Write("[GLES] [DEBUG] status={0}", status);

                // Ignore status in case of fmt==GL_NONE, because no implementation will accept
                // a buffer without *any* attachment. Buffers with only stencil and depth attachment
                // might still be supported, so we must continue probing.
                if (fmt == 0 || status == All.FramebufferCompleteOes)
                {
                    this._props[x].IsValid = true;
                    var str = new StringBuilder();
                    str.Append("FBO " + PixelUtil.GetFormatName((Media.PixelFormat)x) + " depth/stencil support: ");

                    // For each depth/stencil formats
                    for (int depth = 0; depth < DepthFormats.Length; ++depth)
                    {
                        if (DepthFormats[depth] != All.Depth24Stencil8Oes)
                        {
                            // General depth/stencil combination
                            for (int stencil = 0; stencil < StencilFormats.Length; ++stencil)
                            {
                                if (TryFormat(DepthFormats[depth], StencilFormats[stencil]))
                                {
                                    /// Add mode to allowed modes
                                    str.Append("D" + DepthBits[depth] + "S" + StencilBits[stencil] + " ");
                                    var mode = new FormatProperties.Mode();
                                    mode.Depth   = depth;
                                    mode.Stencil = stencil;
                                    this._props[x].Modes.Add(mode);
                                }
                            }                     //end for stencil
                        }                         //end if
                        else
                        {
                            // Packed depth/stencil format
                            if (TryPacketFormat(DepthFormats[depth]))
                            {
                                /// Add mode to allowed modes
                                str.Append("Packed-D" + DepthBits[depth] + "S8" + " ");
                                var mode = new FormatProperties.Mode();
                                mode.Depth   = depth;
                                mode.Stencil = 0;                                 //unused
                                this._props[x].Modes.Add(mode);
                            }
                        }
                    }             //end for depth
                    LogManager.Instance.Write(str.ToString());
                }                 //end if
                                  // Delete texture and framebuffer
#if AXIOM_PLATFORM_IPHONE
                // The screen buffer is 1 on iPhone
                OpenGLOES.BindFramebuffer(All.FramebufferOes, 1);
#else
                OpenGLOES.BindFramebuffer(All.FramebufferOes, 0);
#endif
                GLESConfig.GlCheckError(this);
                OpenGLOES.DeleteFramebuffers(1, ref fb);
                GLESConfig.GlCheckError(this);
                if (fmt != 0)
                {
                    OpenGL.DeleteTextures(1, ref tid);
                }
            }             //end for pixelformat count

            string fmtstring = string.Empty;
            for (int x = 0; x < (int)Media.PixelFormat.Count; x++)
            {
                if (this._props[x].IsValid)
                {
                    fmtstring += PixelUtil.GetFormatName((Media.PixelFormat)x);
                }
            }
            LogManager.Instance.Write("[GLES] : Valid FBO targets " + fmtstring);
        }