Пример #1
0
        private static GLTexMagFilter ToOpenTKTextureMagFilter(TextureMagFilter value)
        {
            switch (value)
            {
            default:
            case TextureMagFilter.Nearest: return(GLTexMagFilter.Nearest);

            case TextureMagFilter.Linear: return(GLTexMagFilter.Linear);
            }
        }
Пример #2
0
        private static uint ToOpenTKTextureMagFilter(TextureMagFilter value)
        {
            switch (value)
            {
            default:
            case TextureMagFilter.Nearest: return(WebGLRenderingContextBase.NEAREST);

            case TextureMagFilter.Linear: return(WebGLRenderingContextBase.LINEAR);
            }
        }
Пример #3
0
        void INativeTexture.SetupEmpty(TexturePixelFormat format, int width, int height, TextureMinFilter minFilter, TextureMagFilter magFilter, TextureWrapMode wrapX, TextureWrapMode wrapY, int anisoLevel, bool mipmaps)
        {
            DefaultOpenTKBackendPlugin.GuardSingleThreadState();

            int lastTexId;

            GL.GetInteger(GetPName.TextureBinding2D, out lastTexId);
            if (lastTexId != this.handle)
            {
                GL.BindTexture(TextureTarget.Texture2D, this.handle);
            }

            // Set texture parameters
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)ToOpenTKTextureMinFilter(minFilter));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)ToOpenTKTextureMagFilter(magFilter));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)ToOpenTKTextureWrapMode(wrapX));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)ToOpenTKTextureWrapMode(wrapY));

            // Anisotropic filtering
            if (anisoLevel > 0)
            {
                GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, (float)anisoLevel);
            }

            // If needed, care for Mipmaps
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.GenerateMipmap, mipmaps ? 1 : 0);

            // Setup pixel format
            GL.TexImage2D(TextureTarget.Texture2D, 0,
                          ToOpenTKPixelFormat(format), width, height, 0,
                          GLPixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);

            this.width   = width;
            this.height  = height;
            this.format  = format;
            this.mipmaps = mipmaps;

            if (lastTexId != this.handle)
            {
                GL.BindTexture(TextureTarget.Texture2D, lastTexId);
            }
        }
Пример #4
0
        void INativeTexture.SetupEmpty(TexturePixelFormat format, int width, int height, TextureMinFilter minFilter, TextureMagFilter magFilter, TextureWrapMode wrapX, TextureWrapMode wrapY, int anisoLevel, bool mipmaps)
        {
            // Removed thread guards because of performance
            //DefaultOpenTKBackendPlugin.GuardSingleThreadState();

            if (width == 0 || height == 0)
            {
                return;
            }

            int lastTexId;

            GL.GetInteger(GetPName.TextureBinding2D, out lastTexId);
            if (lastTexId != this.handle)
            {
                GL.BindTexture(TextureTarget.Texture2D, this.handle);
            }

            // Set texture parameters
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)ToOpenTKTextureMinFilter(minFilter));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)ToOpenTKTextureMagFilter(magFilter));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)ToOpenTKTextureWrapMode(wrapX));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)ToOpenTKTextureWrapMode(wrapY));

            // Anisotropic filtering
            // ToDo: Add similar code for OpenGL ES
            //if (anisoLevel > 0) {
            //    GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, (float)anisoLevel);
            //}

            // If needed, care for Mipmaps
            // ToDo: Why are mipmaps disabled here?
            //GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.GenerateMipmap, mipmaps ? 1 : 0);

            // Setup pixel format
            GL.TexImage2D(TextureTarget2d.Texture2D, 0,
                          ToOpenTKPixelInternalFormat(format), width, height, 0,
                          ToOpenTKPixelFormat(format), PixelType.UnsignedByte, IntPtr.Zero);

            //GL.GenerateMipmap(TextureTarget.Texture2D);

            this.width   = width;
            this.height  = height;
            this.format  = format;
            this.mipmaps = mipmaps;

            if (lastTexId != this.handle)
            {
                GL.BindTexture(TextureTarget.Texture2D, lastTexId);
            }
        }
Пример #5
0
        void INativeTexture.SetupEmpty(TexturePixelFormat format, int width, int height, TextureMinFilter minFilter, TextureMagFilter magFilter, TextureWrapMode wrapX, TextureWrapMode wrapY, int anisoLevel, bool mipmaps)
        {
            // Removed thread guards because of performance
            //DefaultOpenTKBackendPlugin.GuardSingleThreadState();

            WebGLTexture lastTexId = (WebGLTexture)GraphicsBackend.GL.GetParameter(WebGLRenderingContextBase.TEXTURE_BINDING_2D);

            if (lastTexId != this.handle)
            {
                GraphicsBackend.GL.BindTexture(WebGLRenderingContextBase.TEXTURE_2D, this.handle);
            }

            // Set texture parameters
            GraphicsBackend.GL.TexParameteri(WebGLRenderingContextBase.TEXTURE_2D, WebGLRenderingContextBase.TEXTURE_MIN_FILTER, (int)ToOpenTKTextureMinFilter(minFilter));
            GraphicsBackend.GL.TexParameteri(WebGLRenderingContextBase.TEXTURE_2D, WebGLRenderingContextBase.TEXTURE_MAG_FILTER, (int)ToOpenTKTextureMagFilter(magFilter));
            GraphicsBackend.GL.TexParameteri(WebGLRenderingContextBase.TEXTURE_2D, WebGLRenderingContextBase.TEXTURE_WRAP_S, (int)ToOpenTKTextureWrapMode(wrapX));
            GraphicsBackend.GL.TexParameteri(WebGLRenderingContextBase.TEXTURE_2D, WebGLRenderingContextBase.TEXTURE_WRAP_T, (int)ToOpenTKTextureWrapMode(wrapY));

            // Anisotropic filtering
            // ToDo: Add similar code for OpenGL ES
            //if (anisoLevel > 0) {
            //    GraphicsBackend.GL.TexParameter(WebGLRenderingContextBase.TEXTURE_2D, (TextureParameterName)ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, (float)anisoLevel);
            //}

            // If needed, care for Mipmaps
            // ToDo: Why are mipmaps disabled here?
            //GraphicsBackend.GL.TexParameter(WebGLRenderingContextBase.TEXTURE_2D, TextureParameterName.GenerateMipmap, mipmaps ? 1 : 0);

            // Setup pixel format
            GraphicsBackend.GL.TexImage2D(WebGLRenderingContextBase.TEXTURE_2D, 0,
                                          ToOpenTKPixelInternalFormat(format), width, height, 0,
                                          ToOpenTKPixelFormat(format), WebGLRenderingContextBase.UNSIGNED_BYTE, null);

            //GraphicsBackend.GL.GenerateMipmap(WebGLRenderingContextBase.TEXTURE_2D);

            this.width   = width;
            this.height  = height;
            this.format  = format;
            this.mipmaps = mipmaps;

            if (lastTexId != this.handle)
            {
                GraphicsBackend.GL.BindTexture(WebGLRenderingContextBase.TEXTURE_2D, lastTexId);
            }
        }