Пример #1
0
        public Texture2DGL3x(Texture2DDescription description, TextureTarget textureTarget)
        {
            if (description.Width <= 0)
            {
                throw new ArgumentOutOfRangeException("description.Width", "description.Width must be greater than zero.");
            }

            if (description.Height <= 0)
            {
                throw new ArgumentOutOfRangeException("description.Height", "description.Height must be greater than zero.");
            }

            if (description.GenerateMipmaps)
            {
                if (textureTarget == TextureTarget.TextureRectangle)
                {
                    throw new ArgumentException("description.GenerateMipmaps cannot be true for texture rectangles.", "description");
                }

                if (!TextureUtility.IsPowerOfTwo(Convert.ToUInt32(description.Width)))
                {
                    throw new ArgumentException("When description.GenerateMipmaps is true, the width must be a power of two.", "description");
                }

                if (!TextureUtility.IsPowerOfTwo(Convert.ToUInt32(description.Height)))
                {
                    throw new ArgumentException("When description.GenerateMipmaps is true, the height must be a power of two.", "description");
                }
            }

            _name            = new TextureNameGL3x();
            _target          = textureTarget;
            _description     = description;
            _lastTextureUnit = OpenTKTextureUnit.Texture0 + (Device.NumberOfTextureUnits - 1);

            //
            // TexImage2D is just used to allocate the texture so a PBO can't be bound.
            //
            WritePixelBufferGL3x.UnBind();
            BindToLastTextureUnit();
            GL.TexImage2D(_target, 0,
                          TypeConverterGL3x.To(description.TextureFormat),
                          description.Width,
                          description.Height,
                          0,
                          TypeConverterGL3x.TextureToPixelFormat(description.TextureFormat),
                          TypeConverterGL3x.TextureToPixelType(description.TextureFormat),
                          new IntPtr());

            //
            // Default sampler, compatiable when attaching a non-mimapped
            // texture to a frame buffer object.
            //
            ApplySampler(Device.TextureSamplers.LinearClamp);

            GC.AddMemoryPressure(description.ApproximateSizeInBytes);
        }
Пример #2
0
        public override void CopyFromBuffer(
            WritePixelBuffer pixelBuffer,
            int xOffset,
            int yOffset,
            int width,
            int height,
            ImageFormat format,
            ImageDatatype dataType,
            int rowAlignment)
        {
            if (pixelBuffer.SizeInBytes < TextureUtility.RequiredSizeInBytes(
                    width, height, format, dataType, rowAlignment))
            {
                throw new ArgumentException("Pixel buffer is not big enough for provided width, height, format, and datatype.");
            }

            if (xOffset < 0)
            {
                throw new ArgumentOutOfRangeException("xOffset", "xOffset must be greater than or equal to zero.");
            }

            if (yOffset < 0)
            {
                throw new ArgumentOutOfRangeException("yOffset", "yOffset must be greater than or equal to zero.");
            }

            if (xOffset + width > _description.Width)
            {
                throw new ArgumentOutOfRangeException("xOffset + width must be less than or equal to Description.Width");
            }

            if (yOffset + height > _description.Height)
            {
                throw new ArgumentOutOfRangeException("yOffset + height must be less than or equal to Description.Height");
            }

            VerifyRowAlignment(rowAlignment);

            WritePixelBufferGL3x bufferObjectGL = (WritePixelBufferGL3x)pixelBuffer;

            bufferObjectGL.Bind();
            BindToLastTextureUnit();
            GL.PixelStore(PixelStoreParameter.UnpackAlignment, rowAlignment);
            GL.TexSubImage2D(_target, 0,
                             xOffset,
                             yOffset,
                             width,
                             height,
                             TypeConverterGL3x.To(format),
                             TypeConverterGL3x.To(dataType),
                             new IntPtr());

            GenerateMipmaps();
        }