コード例 #1
0
		public D3DHardwarePixelBuffer( BufferUsage usage )
			: base( 0, 0, 0, Axiom.Media.PixelFormat.Unknown, usage, false, false )
		{
			device = null;
			surface = null;
			volume = null;
			tempSurface = null;
			tempVolume = null;
			doMipmapGen = false;
			HWMipmaps = false;
			mipTex = null;
			sliceTRT = new List<RenderTexture>();
		}
コード例 #2
0
		///<summary>
		///    Function to set mipmap generation
		///</summary>
		public void SetMipmapping( bool doMipmapGen, bool HWMipmaps, D3D.BaseTexture mipTex )
		{
			this.doMipmapGen = doMipmapGen;
			this.HWMipmaps = HWMipmaps;
			this.mipTex = mipTex;
		}
コード例 #3
0
ファイル: D3DTexture.cs プロジェクト: WolfgangSt/axiom
		private void CreateVolumeTexture()
		{
			Debug.Assert( Width > 0 && Height > 0 && Depth > 0 );

			if ( ( Usage & TextureUsage.RenderTarget ) != 0 )
			{
				throw new Exception( "SDX Volume texture can not be declared as render target!!, SDXTexture.CreateVolumeTexture" );
			}

			D3D.Format sdPF = ChooseD3DFormat();
			D3D.Usage usage = 0;

			int numMips = ( RequestedMipmapCount == 0x7FFFFFFF ) ? -1 : RequestedMipmapCount + 1;
			if ( ( Usage & TextureUsage.Dynamic ) != 0 )
			{
				if ( CanUseDynamicTextures( usage, D3D.ResourceType.VolumeTexture, sdPF ) )
				{
					usage |= D3D.Usage.Dynamic;
					_dynamicTextures = true;
				}
				else
				{
					_dynamicTextures = false;
				}
			}

			// check if mip map volume textures are supported
			MipmapsHardwareGenerated = false;
			if ( ( _devCaps.TextureCaps & D3D.TextureCaps.MipVolumeMap ) != 0 )
			{
				if ( ( Usage & TextureUsage.AutoMipMap ) != 0 && RequestedMipmapCount != 0 )
				{
					MipmapsHardwareGenerated = CanAutoGenMipMaps( usage, D3D.ResourceType.VolumeTexture, sdPF );
					if ( MipmapsHardwareGenerated )
					{
						Usage |= TextureUsage.AutoMipMap;
						numMips = 0;
					}
				}
			}
			else
			{
				// no mip map support for this kind of textures :(
				MipmapCount = 0;
				numMips = 1;
			}

			// derive the pool to use
			DeterminePool();

			// create the texture
			_volumeTexture = new D3D.VolumeTexture( _device,
													Width,
													Height,
													Depth,
													numMips,
													usage,
													sdPF,
													_d3dPool );

			// store base reference to the texture
			_texture = _volumeTexture;

			// set the final texture attributes
			D3D.VolumeDescription desc = _volumeTexture.GetLevelDescription( 0 );
			SetFinalAttributes( desc.Width, desc.Height, desc.Depth, D3DHelper.ConvertEnum( desc.Format ) );

			if ( this.MipmapsHardwareGenerated )
				_texture.AutoMipGenerationFilter = GetBestFilterMethod();
		}
コード例 #4
0
ファイル: D3DTexture.cs プロジェクト: WolfgangSt/axiom
		public override void Unload()
		{
			base.Unload();

			if ( IsLoaded )
			{
				if ( this._texture != null )
				{
					this._texture.Dispose();
					this._texture = null;
				}

				if ( this._normTexture != null )
				{
					LogManager.Instance.Write( "Disposed normal texture {0}", this.Name );
					this._normTexture.Dispose();
					this._normTexture = null;
				}

				if ( this._cubeTexture != null )
				{
					this._cubeTexture.Dispose();
					this._cubeTexture = null;
				}

				if ( this._volumeTexture != null )
				{
					this._volumeTexture.Dispose();
					this._volumeTexture = null;
				}
			}
		}
コード例 #5
0
ファイル: D3DTexture.cs プロジェクト: WolfgangSt/axiom
		private void CreateNormalTexture()
		{
			Debug.Assert( SrcWidth > 0 && SrcHeight > 0 );

			// determine which D3D9 pixel format we'll use
			D3D.Format d3dPixelFormat = ChooseD3DFormat();

			// set the appropriate usage based on the usage of this texture
			D3D.Usage d3dUsage = ( ( Usage & TextureUsage.RenderTarget ) == TextureUsage.RenderTarget ) ? D3D.Usage.RenderTarget : D3D.Usage.None;

			// how many mips to use?
			int numMips = RequestedMipmapCount + 1;

			D3D.TextureRequirements texRequire = new D3D.TextureRequirements();
			texRequire.Width = SrcWidth;
			texRequire.Height = SrcHeight;
			// check texture requirements
			texRequire.MipLevelCount = numMips;
			texRequire.Format = d3dPixelFormat;
			//// NOTE: Although texRequire is an out parameter, it actually does
			////       use the data passed in with that object.
			texRequire = D3D.Texture.CheckRequirements( _device, SrcWidth, SrcHeight, numMips, d3dUsage, d3dPixelFormat, D3D.Pool.Default );

			// Save updated texture requirements
			numMips = texRequire.MipLevelCount;
			d3dPixelFormat = texRequire.Format;

			if ( ( Usage & TextureUsage.Dynamic ) == TextureUsage.Dynamic )
			{
				if ( CanUseDynamicTextures( d3dUsage, D3D.ResourceType.Texture, d3dPixelFormat ) )
				{
					d3dUsage |= D3D.Usage.Dynamic;
					_dynamicTextures = true;
				}
				else
				{
					_dynamicTextures = false;
				}
			}

			// check if mip maps are supported on hardware
			MipmapsHardwareGenerated = false;
			if ( ( _devCaps.TextureCaps & D3D.TextureCaps.MipMap ) == D3D.TextureCaps.MipMap )
			{
				if ( ( ( Usage & TextureUsage.AutoMipMap ) == TextureUsage.AutoMipMap ) && RequestedMipmapCount > 0 )
				{

					MipmapsHardwareGenerated = this.CanAutoGenMipMaps( d3dUsage, D3D.ResourceType.Texture, d3dPixelFormat );
					if ( MipmapsHardwareGenerated )
					{
						d3dUsage |= D3D.Usage.AutoGenerateMipMap;
						numMips = 0;
					}

				}
			}
			else
			{
				// no mip map support for this kind of texture
				MipmapCount = 0;
				numMips = 1;
			}


			// create the texture
			_normTexture = new D3D.Texture( _device, SrcWidth, SrcHeight, numMips, d3dUsage, d3dPixelFormat, _d3dPool );

			// store base reference to the texture
			_texture = _normTexture;

			// set the final texture attributes
			D3D.SurfaceDescription desc = _normTexture.GetLevelDescription( 0 );
			SetFinalAttributes( desc.Width, desc.Height, 1, D3DHelper.ConvertEnum( desc.Format ) );

			if ( MipmapsHardwareGenerated )
			{
				_texture.AutoMipGenerationFilter = GetBestFilterMethod();
			}
		}
コード例 #6
0
ファイル: D3DTexture.cs プロジェクト: WolfgangSt/axiom
		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
			D3D.Format d3dPixelFormat =
				( Usage == TextureUsage.RenderTarget ) ? _bbPixelFormat : ChooseD3DFormat();

			// set the appropriate usage based on the usage of this texture
			D3D.Usage d3dUsage =
				( Usage == TextureUsage.RenderTarget ) ? D3D.Usage.RenderTarget : 0;

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

			if ( ( _devCaps.TextureCaps & D3D.TextureCaps.MipCubeMap ) != D3D.TextureCaps.MipCubeMap )
			{
				if ( this.CanAutoGenMipMaps( d3dUsage, D3D.ResourceType.CubeTexture, d3dPixelFormat ) )
				{
					d3dUsage |= D3D.Usage.AutoGenerateMipMap;
					numMips = 0;
				}
			}
			else
			{
				// no mip map support for this kind of texture
				MipmapCount = 0;
				numMips = 1;
			}

			// create the cube texture
			_cubeTexture = new D3D.CubeTexture(
				_device,
				SrcWidth,
				numMips,
				d3dUsage,
				d3dPixelFormat,
				( Usage == TextureUsage.RenderTarget ) ? D3D.Pool.Default : D3D.Pool.Managed );
			// store base reference to the texture
			_texture = _cubeTexture;

			// set the final texture attributes
			D3D.SurfaceDescription desc = _cubeTexture.GetLevelDescription( 0 );
			SetFinalAttributes( desc.Width, desc.Height, 1, D3DHelper.ConvertEnum( desc.Format ) );

			// store base reference to the texture
			_texture = _cubeTexture;

			if ( this.MipmapsHardwareGenerated )
				_texture.AutoMipGenerationFilter = GetBestFilterMethod();
		}
コード例 #7
0
ファイル: D3DTexture.cs プロジェクト: WolfgangSt/axiom
		private void LoadVolumeTexture()
		{
			Debug.Assert( this.TextureType == TextureType.ThreeD );

			if ( Name.EndsWith( ".dds" ) )
			{

				Stream stream = ResourceGroupManager.Instance.OpenResource( Name, Group, true, this );

				int numMips = this.RequestedMipmapCount + 1;
				// check if mip map volume textures are supported
				if ( ( _devCaps.TextureCaps & D3D.TextureCaps.MipVolumeMap ) != D3D.TextureCaps.MipVolumeMap )
				{
					// no mip map support for this kind of textures :(
					this.MipmapCount = 0;
					numMips = 1;
				}

				_d3dPool = ( Usage & TextureUsage.Dynamic ) != 0 ? D3D.Pool.Default : D3D.Pool.Managed;

				try
				{
					// load the cube texture from the image data stream directly
					_volumeTexture = D3D.VolumeTexture.FromStream( _device, stream, (int)stream.Length, -1, -1, -1, numMips, D3D.Usage.None, D3D.Format.Unknown, _d3dPool, D3D.Filter.None, D3D.Filter.None, 0 );
				}
				catch ( Exception ex )
				{
					FreeInternalResources();
					throw new Exception( "Can't create volume texture.", ex );
				}

				// store off a base reference
				_texture = _volumeTexture;

				// set src and dest attributes to the same, we can't know
				D3D.VolumeDescription desc = _volumeTexture.GetLevelDescription( 0 );
				_d3dPool = desc.Pool;

				SetSrcAttributes( desc.Width, desc.Height, desc.Depth, D3DHelper.ConvertEnum( desc.Format ) );
				SetFinalAttributes( desc.Width, desc.Height, desc.Depth, D3DHelper.ConvertEnum( desc.Format ) );

				internalResourcesCreated = true;

				stream.Close();
			}
			else
			{

				// find & load resource data intro stream to allow resource group changes if required
				Stream strm = ResourceGroupManager.Instance.OpenResource( Name, Group, true, this );
				int pos = Name.LastIndexOf( "." );
				String 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( strm, ext );
				LoadImages( new Image[] { image } );
				image.Dispose();

				strm.Close();
			}
		}
コード例 #8
0
ファイル: D3DTexture.cs プロジェクト: WolfgangSt/axiom
		private void LoadCubeTexture()
		{
			Debug.Assert( this.TextureType == TextureType.CubeMap, "this.TextureType == TextureType.CubeMap" );

			if ( Name.EndsWith( ".dds" ) )
			{
				Stream stream = ResourceGroupManager.Instance.OpenResource( Name, Group, true, this );

				int numMips = this.RequestedMipmapCount + 1;
				// check if mip map volume textures are supported
				if ( ( _devCaps.TextureCaps & D3D.TextureCaps.MipCubeMap ) != D3D.TextureCaps.MipCubeMap )
				{
					// no mip map support for this kind of textures :(
					this.MipmapCount = 0;
					numMips = 1;
				}

				_d3dPool = ( Usage & TextureUsage.Dynamic ) != 0 ? D3D.Pool.Default : D3D.Pool.Managed;

				try
				{
					// load the cube texture from the image data stream directly
					_cubeTexture = D3D.CubeTexture.FromStream( _device, stream, (int)stream.Length, numMips, D3D.Usage.None, D3D.Format.Unknown, _d3dPool, D3D.Filter.None, D3D.Filter.None, 0 );
				}
				catch ( Exception ex )
				{
					FreeInternalResources();
					throw new Exception( "Can't create cube texture.", ex );
				}

				// store off a base reference
				_texture = _cubeTexture;

				// set src and dest attributes to the same, we can't know
				D3D.SurfaceDescription desc = _cubeTexture.GetLevelDescription( 0 );
				_d3dPool = desc.Pool;

				SetSrcAttributes( desc.Width, desc.Height, 1, D3DHelper.ConvertEnum( desc.Format ) );
				SetFinalAttributes( desc.Width, desc.Height, 1, D3DHelper.ConvertEnum( desc.Format ) );

				internalResourcesCreated = true;

				stream.Close();
			}
			else
			{
				// Load from 6 separate files
				// Use Axiom codecs
				string[] postfixes = { "_rt", "_lf", "_up", "_dn", "_fr", "_bk" };
				List<Image> images = new List<Image>();

				int pos = Name.LastIndexOf( "." );
				string baseName = Name.Substring( 0, pos );
				string ext = Name.Substring( pos + 1 );

				for ( int i = 0; i < 6; i++ )
				{
					string fullName = baseName + postfixes[ i ] + "." + ext;

					Stream strm = ResourceGroupManager.Instance.OpenResource( fullName, Group, true, this );
					var image = Image.FromStream( strm, ext );
					images.Add( image );
					strm.Close();
				}

				LoadImages( images.ToArray() );
			}
		}
コード例 #9
0
ファイル: D3DTexture.cs プロジェクト: WolfgangSt/axiom
		protected override void freeInternalResources()
		{
			if ( this._texture != null && !_texture.Disposed )
			{
				this._texture.Dispose();
				this._texture = null;
			}

			if ( this._normTexture != null && !_normTexture.Disposed )
			{
				this._normTexture.Dispose();
				this._normTexture = null;
			}

			if ( this._cubeTexture != null && !_cubeTexture.Disposed )
			{
				this._cubeTexture.Dispose();
				this._cubeTexture = null;
			}

			if ( this._volumeTexture != null && !_volumeTexture.Disposed )
			{
				this._volumeTexture.Dispose();
				this._volumeTexture = null;
			}
		}