コード例 #1
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 #2
0
ファイル: D3DTexture.cs プロジェクト: WolfgangSt/axiom
		private void LoadNormalTexture()
		{
			Debug.Assert( TextureType == TextureType.OneD || TextureType == TextureType.TwoD );

			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
					this._normTexture = D3D.Texture.FromStream( _device, stream, (int)stream.Length, 0, 0, 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 texture.", ex );
				}

				// store off a base reference
				_texture = _normTexture;

				// set src and dest attributes to the same, we can't know
				D3D.SurfaceDescription desc = _normTexture.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;
			}
			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();

			}
		}