Пример #1
0
 public ITexture GetTexture(string path)
 {
     lock (textures) {
         if (path == null)
         {
             path = string.Empty;
         }
         if (path.StartsWith("#"))                   // It's supposed render target texture
         {
             path = path.ToLower();
         }
         ITexture texture;
         if (textures.TryGetValue(path, out var weakReference))
         {
             texture = weakReference.Target as ITexture;
             if (texture != null && !texture.IsDisposed)
             {
                 return(texture);
             }
         }
         texture        = CreateTexture(path);
         textures[path] = new WeakReference(texture);
         TextureCreated?.Invoke(path, texture);
         return(texture);
     }
 }
Пример #2
0
        public TextureGLAtlas(int width, int height, bool manualMipmaps, All filteringMode = All.Linear)
            : base(width, height, manualMipmaps, filteringMode)
        {
            all_atlases.Add(this);

            TextureCreated?.Invoke(this);
        }
Пример #3
0
        public TextureGLAtlas(int width, int height, bool manualMipmaps, All filteringMode = All.Linear, int padding = 0)
            : base(width, height, manualMipmaps, filteringMode)
        {
            this.padding = padding;

            atlasBounds = new RectangleI(0, 0, Width, Height);

            all_atlases.Add(this);

            TextureCreated?.Invoke(this);
        }
Пример #4
0
        /// <summary>
        /// Creates a new <see cref="TextureGLSingle"/>.
        /// </summary>
        /// <param name="width">The width of the texture.</param>
        /// <param name="height">The height of the texture.</param>
        /// <param name="manualMipmaps">Whether manual mipmaps will be uploaded to the texture. If false, the texture will compute mipmaps automatically.</param>
        /// <param name="filteringMode">The filtering mode.</param>
        /// <param name="wrapModeS">The texture wrap mode in horizontal direction.</param>
        /// <param name="wrapModeT">The texture wrap mode in vertical direction.</param>
        public TextureGLSingle(int width, int height, bool manualMipmaps = false, All filteringMode = All.Linear, WrapMode wrapModeS = WrapMode.None, WrapMode wrapModeT = WrapMode.None)
            : base(wrapModeS, wrapModeT)
        {
            Width              = width;
            Height             = height;
            this.manualMipmaps = manualMipmaps;
            this.filteringMode = filteringMode;

            all_textures.Add(this);

            TextureCreated?.Invoke(this);
        }
Пример #5
0
 protected void OnTextureCreated(int id, int width, int height)
 => TextureCreated?.Invoke(this, new TextureCreatedEventArgs(id, width, height));