Exemplo n.º 1
0
        public unsafe static Texture2DContent Build(Stream dataStream)
        {
            using (var rawImage = SixLabors.ImageSharp.Image.Load(dataStream))
                using (var image = rawImage.CloneAs <Rgba32>())
                {
                    var pixels    = image.GetPixelSpan();
                    var imageData = new int[pixels.Length];
                    fixed(int *imageDataPointer = imageData)
                    {
                        var casted = new Span <Rgba32>(imageDataPointer, imageData.Length);

                        pixels.CopyTo(casted);
                    }

                    //We're only supporting R8G8B8A8 right now, so texel size in bytes is always 4.
                    //We don't compute mips during at content time. We could, but... there's not much reason to.
                    //The font builder does because it uses a nonstandard mip process, but this builder is expected to be used to with normal data.
                    var content = new Texture2DContent(image.Width, image.Height, 1, sizeof(Rgba32));
                    var data    = (Rgba32 *)content.Pin();
                    //Copy the image data into the Texture2DContent.
                    for (int rowIndex = 0; rowIndex < image.Height; ++rowIndex)
                    {
                        var sourceRow = image.GetPixelRowSpan(rowIndex);
                        var targetRow = data + content.GetRowOffsetForMip0(rowIndex);
                        Unsafe.CopyBlockUnaligned(ref *(byte *)targetRow, ref Unsafe.As <Rgba32, byte>(ref sourceRow[0]), (uint)(sizeof(Rgba32) * image.Width));
                    }
                    content.Unpin();
                    return(content);
                }
        }
Exemplo n.º 2
0
        /// <summary>
        /// Uploads the mip0 stored in the Content to the Texture2D and generates new mips.
        /// </summary>
        public unsafe void UploadContentToTexture()
        {
            GL.BindTexture(TextureTarget.Texture2D, Texture);
            var data = Content.Pin();

            GL.TexImage2D(TextureTarget.Texture2D, 0,
                          srgb ? PixelInternalFormat.Rgba8Snorm : PixelInternalFormat.Rgba8,
                          Content.Width, Content.Height, 0,
                          PixelFormat.Rgba, PixelType.UnsignedByte,
                          new IntPtr(data + Content.GetMipStartIndex(0))
                          );
            Content.Unpin();
            GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
            GL.BindTexture(TextureTarget.Texture2D, 0);
        }