Пример #1
0
        public override void Perform(Pixmap pixmap, PreviewImageQuery query)
        {
            int desiredWidth  = query.DesiredWidth;
            int desiredHeight = query.DesiredHeight;

            Pixmap.Layer layer = pixmap.MainLayer;
            if (layer == null)
            {
                query.Result = new Bitmap(1, 1);
                return;
            }
            float widthRatio = (float)layer.Width / (float)layer.Height;

            if (pixmap.Width * pixmap.Height > 4096 * 4096)
            {
                layer = layer.CloneSubImage(
                    pixmap.Width / 2 - Math.Min(desiredWidth, pixmap.Width) / 2,
                    pixmap.Height / 2 - Math.Min(desiredHeight, pixmap.Height) / 2,
                    Math.Min(desiredWidth, pixmap.Width),
                    Math.Min(desiredHeight, pixmap.Height));
                if (layer.Width != desiredWidth || layer.Height != desiredHeight)
                {
                    layer = layer.CloneRescale(desiredWidth, desiredHeight, Pixmap.FilterMethod.Linear);
                }
            }
            else if (query.SizeMode == PreviewSizeMode.FixedBoth)
            {
                layer = layer.CloneRescale(desiredWidth, desiredHeight, Pixmap.FilterMethod.Linear);
            }
            else if (query.SizeMode == PreviewSizeMode.FixedWidth)
            {
                layer = layer.CloneRescale(desiredWidth, MathF.RoundToInt(desiredWidth / widthRatio), Pixmap.FilterMethod.Linear);
            }
            else if (query.SizeMode == PreviewSizeMode.FixedHeight)
            {
                layer = layer.CloneRescale(MathF.RoundToInt(widthRatio * desiredHeight), desiredHeight, Pixmap.FilterMethod.Linear);
            }
            else
            {
                layer = layer.Clone();
            }

            query.Result = layer.ToBitmap();
        }
Пример #2
0
        /// <summary>
        /// Loads the specified <see cref="Duality.Resources.Pixmap">Pixmaps</see> pixel data.
        /// </summary>
        /// <param name="basePixmap">The <see cref="Duality.Resources.Pixmap"/> that is used as pixel data source.</param>
        /// <param name="sizeMode">Specifies behaviour in case the source data has non-power-of-two dimensions.</param>
        public void LoadData(ContentRef <Pixmap> basePixmap, SizeMode sizeMode)
        {
            DualityApp.GuardSingleThreadState();
            if (this.glTexId == 0)
            {
                this.glTexId = GL.GenTexture();
            }
            this.needsReload = false;
            this.basePixmap  = basePixmap;
            this.texSizeMode = sizeMode;

            int lastTexId;

            GL.GetInteger(GetPName.TextureBinding2D, out lastTexId);
            GL.BindTexture(TextureTarget.Texture2D, this.glTexId);

            if (!this.basePixmap.IsExplicitNull)
            {
                Pixmap.Layer pixelData     = null;
                Pixmap       basePixmapRes = this.basePixmap.IsAvailable ? this.basePixmap.Res : null;
                if (basePixmapRes != null)
                {
                    pixelData  = basePixmapRes.MainLayer;
                    this.atlas = basePixmapRes.Atlas != null?basePixmapRes.Atlas.ToArray() : null;
                }

                if (pixelData == null)
                {
                    pixelData = Pixmap.Checkerboard.Res.MainLayer;
                }

                this.AdjustSize(pixelData.Width, pixelData.Height);
                this.SetupOpenGLRes();
                if (this.texSizeMode != SizeMode.NonPowerOfTwo &&
                    (this.pxWidth != this.texWidth || this.pxHeight != this.texHeight))
                {
                    if (this.texSizeMode == SizeMode.Enlarge)
                    {
                        Pixmap.Layer oldData = pixelData;
                        pixelData = oldData.CloneResize(this.texWidth, this.texHeight);
                        // Fill border pixels manually - that's cheaper than ColorTransparentPixels here.
                        oldData.DrawOnto(pixelData, BlendMode.Solid, this.pxWidth, 0, 1, this.pxHeight, this.pxWidth - 1, 0);
                        oldData.DrawOnto(pixelData, BlendMode.Solid, 0, this.pxHeight, this.pxWidth, 1, 0, this.pxHeight - 1);
                    }
                    else
                    {
                        pixelData = pixelData.CloneRescale(this.texWidth, this.texHeight, Pixmap.FilterMethod.Linear);
                    }
                }

                // Load pixel data to video memory
                GL.TexImage2D(TextureTarget.Texture2D, 0,
                              this.pixelformat, pixelData.Width, pixelData.Height, 0,
                              GLPixelFormat.Rgba, PixelType.UnsignedByte,
                              pixelData.Data);

                // Adjust atlas to represent UV coordinates
                if (this.atlas != null)
                {
                    Vector2 scale;
                    scale.X = this.uvRatio.X / this.pxWidth;
                    scale.Y = this.uvRatio.Y / this.pxHeight;
                    for (int i = 0; i < this.atlas.Length; i++)
                    {
                        this.atlas[i].X *= scale.X;
                        this.atlas[i].W *= scale.X;
                        this.atlas[i].Y *= scale.Y;
                        this.atlas[i].H *= scale.Y;
                    }
                }
            }
            else
            {
                this.atlas = null;
                this.AdjustSize(this.size.X, this.size.Y);
                this.SetupOpenGLRes();
            }

            GL.BindTexture(TextureTarget.Texture2D, lastTexId);
        }