Пример #1
0
        public void SetBufferData(
            long Key,
            int Width,
            int Height,
            GalTextureFormat Format,
            byte[]           Buffer)
        {
            if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
            {
                GL.BindTexture(TextureTarget.Texture2D, Fb.TexHandle);

                const int Level  = 0;
                const int Border = 0;

                const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;

                (PixelFormat GlFormat, PixelType Type) = OGLEnumConverter.GetTextureFormat(Format);

                GL.TexImage2D(
                    TextureTarget.Texture2D,
                    Level,
                    InternalFmt,
                    Width,
                    Height,
                    Border,
                    GlFormat,
                    Type,
                    Buffer);
            }
        }
Пример #2
0
        public void DrawArrays(int First, int Count, GalPrimitiveType PrimType)
        {
            if (Count == 0)
            {
                return;
            }

            if (PrimType == GalPrimitiveType.Quads)
            {
                for (int Offset = 0; Offset < Count; Offset += 4)
                {
                    GL.DrawArrays(PrimitiveType.TriangleFan, First + Offset, 4);
                }
            }
            else if (PrimType == GalPrimitiveType.QuadStrip)
            {
                GL.DrawArrays(PrimitiveType.TriangleFan, First, 4);

                for (int Offset = 2; Offset < Count; Offset += 2)
                {
                    GL.DrawArrays(PrimitiveType.TriangleFan, First + Offset, 4);
                }
            }
            else
            {
                GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), First, Count);
            }
        }
Пример #3
0
        public void Set(int Index, GalTexture Tex)
        {
            GL.ActiveTexture(TextureUnit.Texture0 + Index);

            int Handle = EnsureTextureInitialized(Index);

            GL.BindTexture(TextureTarget.Texture2D, Handle);

            int W = Tex.Width;
            int H = Tex.Height;

            byte[] Data = Tex.Data;

            int Length = Data.Length;

            if (IsCompressedTextureFormat(Tex.Format))
            {
                PixelInternalFormat Pif = OGLEnumConverter.GetCompressedTextureFormat(Tex.Format);

                GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, Pif, W, H, 0, Length, Data);
            }
            else
            {
                //TODO: Get those from Texture format.
                const PixelInternalFormat Pif = PixelInternalFormat.Rgba;

                const PixelFormat Pf = PixelFormat.Rgba;

                const PixelType Pt = PixelType.UnsignedByte;

                GL.TexImage2D(TextureTarget.Texture2D, 0, Pif, W, H, 0, Pf, Pt, Data);
            }
        }
Пример #4
0
        public void Set(int Index, GalTextureSampler Sampler)
        {
            int Handle = EnsureTextureInitialized(Index);

            GL.BindTexture(TextureTarget.Texture2D, Handle);

            int WrapS = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressU);
            int WrapT = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressV);

            int MinFilter = (int)OGLEnumConverter.GetTextureMinFilter(Sampler.MinFilter, Sampler.MipFilter);
            int MagFilter = (int)OGLEnumConverter.GetTextureMagFilter(Sampler.MagFilter);

            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, WrapS);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, WrapT);

            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);

            float[] Color = new float[]
            {
                Sampler.BorderColor.Red,
                Sampler.BorderColor.Green,
                Sampler.BorderColor.Blue,
                Sampler.BorderColor.Alpha
            };

            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, Color);
        }
Пример #5
0
        public void Set(byte[] Data, int Width, int Height)
        {
            if (RawFbTexHandle == 0)
            {
                RawFbTexHandle = GL.GenTexture();
            }

            if (RawFbTexWidth != Width ||
                RawFbTexHeight != Height)
            {
                SetupTexture(RawFbTexHandle, Width, Height);

                RawFbTexWidth  = Width;
                RawFbTexHeight = Height;
            }

            GL.ActiveTexture(TextureUnit.Texture0);

            GL.BindTexture(TextureTarget.Texture2D, RawFbTexHandle);

            (PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);

            GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, Width, Height, Format, Type, Data);

            CurrTexHandle = RawFbTexHandle;
        }
Пример #6
0
        public void DrawElements(long IboKey, int First, int VertexBase, GalPrimitiveType PrimType)
        {
            if (!IboCache.TryGetValue(IboKey, out int IboHandle))
            {
                return;
            }

            PrimitiveType Mode = OGLEnumConverter.GetPrimitiveType(PrimType);

            GL.BindVertexArray(VaoHandle);

            GL.BindBuffer(BufferTarget.ElementArrayBuffer, IboHandle);

            First <<= IndexBuffer.ElemSizeLog2;

            if (VertexBase != 0)
            {
                IntPtr Indices = new IntPtr(First);

                GL.DrawElementsBaseVertex(Mode, IndexBuffer.Count, IndexBuffer.Type, Indices, VertexBase);
            }
            else
            {
                GL.DrawElements(Mode, IndexBuffer.Count, IndexBuffer.Type, First);
            }
        }
Пример #7
0
        private void SetupTexture(int Handle, int Width, int Height)
        {
            GL.BindTexture(TextureTarget.Texture2D, Handle);

            const int MinFilter = (int)TextureMinFilter.Linear;
            const int MagFilter = (int)TextureMagFilter.Linear;

            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);

            (PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);

            const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;

            const int Level  = 0;
            const int Border = 0;

            GL.TexImage2D(
                TextureTarget.Texture2D,
                Level,
                InternalFmt,
                Width,
                Height,
                Border,
                Format,
                Type,
                IntPtr.Zero);
        }
Пример #8
0
        public void Create(long Key, int Size, GalImage Image)
        {
            int Handle = GL.GenTexture();

            GL.BindTexture(TextureTarget.Texture2D, Handle);

            const int Level  = 0; //TODO: Support mipmap textures.
            const int Border = 0;

            TextureCache.AddOrUpdate(Key, new ImageHandler(Handle, Image), (uint)Size);

            if (ImageUtils.IsCompressed(Image.Format))
            {
                throw new InvalidOperationException("Surfaces with compressed formats are not supported!");
            }

            (PixelInternalFormat InternalFmt,
             PixelFormat Format,
             PixelType Type) = OGLEnumConverter.GetImageFormat(Image.Format);

            GL.TexImage2D(
                TextureTarget.Texture2D,
                Level,
                InternalFmt,
                Image.Width,
                Image.Height,
                Border,
                Format,
                Type,
                IntPtr.Zero);
        }
Пример #9
0
        private void SetAllBlendState(BlendState New)
        {
            Enable(EnableCap.Blend, New.Enabled);

            if (New.Enabled)
            {
                if (New.SeparateAlpha)
                {
                    GL.BlendEquationSeparate(
                        OGLEnumConverter.GetBlendEquation(New.EquationRgb),
                        OGLEnumConverter.GetBlendEquation(New.EquationAlpha));

                    GL.BlendFuncSeparate(
                        (BlendingFactorSrc)OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
                        (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
                        (BlendingFactorSrc)OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
                        (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
                }
                else
                {
                    GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.EquationRgb));

                    GL.BlendFunc(
                        OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
                        OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
                }
            }
        }
Пример #10
0
        public void Create(long Key, byte[] Data, GalImage Image)
        {
            int Handle = GL.GenTexture();

            GL.BindTexture(TextureTarget.Texture2D, Handle);

            const int Level  = 0; //TODO: Support mipmap textures.
            const int Border = 0;

            TextureCache.AddOrUpdate(Key, new ImageHandler(Handle, Image), (uint)Data.Length);

            if (ImageUtils.IsCompressed(Image.Format) && !IsAstc(Image.Format))
            {
                InternalFormat InternalFmt = OGLEnumConverter.GetCompressedImageFormat(Image.Format);

                GL.CompressedTexImage2D(
                    TextureTarget.Texture2D,
                    Level,
                    InternalFmt,
                    Image.Width,
                    Image.Height,
                    Border,
                    Data.Length,
                    Data);
            }
            else
            {
                //TODO: Use KHR_texture_compression_astc_hdr when available
                if (IsAstc(Image.Format))
                {
                    int TextureBlockWidth  = ImageUtils.GetBlockWidth(Image.Format);
                    int TextureBlockHeight = ImageUtils.GetBlockHeight(Image.Format);

                    Data = ASTCDecoder.DecodeToRGBA8888(
                        Data,
                        TextureBlockWidth,
                        TextureBlockHeight, 1,
                        Image.Width,
                        Image.Height, 1);

                    Image.Format = GalImageFormat.RGBA8 | (Image.Format & GalImageFormat.TypeMask);
                }

                (PixelInternalFormat InternalFmt,
                 PixelFormat Format,
                 PixelType Type) = OGLEnumConverter.GetImageFormat(Image.Format);

                GL.TexImage2D(
                    TextureTarget.Texture2D,
                    Level,
                    InternalFmt,
                    Image.Width,
                    Image.Height,
                    Border,
                    Format,
                    Type,
                    Data);
            }
        }
Пример #11
0
 public void SetStencilOp(bool IsFrontFace, GalStencilOp Fail, GalStencilOp ZFail, GalStencilOp ZPass)
 {
     GL.StencilOpSeparate(
         IsFrontFace ? StencilFace.Front : StencilFace.Back,
         OGLEnumConverter.GetStencilOp(Fail),
         OGLEnumConverter.GetStencilOp(ZFail),
         OGLEnumConverter.GetStencilOp(ZPass));
 }
Пример #12
0
 public void SetStencilFunction(bool IsFrontFace, GalComparisonOp Func, int Ref, int Mask)
 {
     GL.StencilFuncSeparate(
         IsFrontFace ? StencilFace.Front : StencilFace.Back,
         OGLEnumConverter.GetStencilFunc(Func),
         Ref,
         Mask);
 }
Пример #13
0
        public void SetIndexArray(int Size, GalIndexFormat Format)
        {
            IndexBuffer.Type = OGLEnumConverter.GetDrawElementsType(Format);

            IndexBuffer.Count = Size >> (int)Format;

            IndexBuffer.ElemSizeLog2 = (int)Format;
        }
Пример #14
0
            public void Compile()
            {
                if (Handle == 0)
                {
                    Handle = GL.CreateShader(OGLEnumConverter.GetShaderType(Type));

                    CompileAndCheck(Handle, Code);
                }
            }
Пример #15
0
        public void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType)
        {
            if (PrimCount == 0)
            {
                return;
            }

            GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), First, PrimCount);
        }
Пример #16
0
        public void Set(int Index, GalTexture Texture)
        {
            GL.ActiveTexture(TextureUnit.Texture0 + Index);

            Bind(Index);

            const int Level  = 0; //TODO: Support mipmap textures.
            const int Border = 0;

            if (IsCompressedTextureFormat(Texture.Format))
            {
                PixelInternalFormat InternalFmt = OGLEnumConverter.GetCompressedTextureFormat(Texture.Format);

                GL.CompressedTexImage2D(
                    TextureTarget.Texture2D,
                    Level,
                    InternalFmt,
                    Texture.Width,
                    Texture.Height,
                    Border,
                    Texture.Data.Length,
                    Texture.Data);
            }
            else
            {
                if (Texture.Format >= GalTextureFormat.Astc2D4x4)
                {
                    Texture = ConvertAstcTextureToRgba(Texture);
                }

                const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;

                (PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(Texture.Format);

                GL.TexImage2D(
                    TextureTarget.Texture2D,
                    Level,
                    InternalFmt,
                    Texture.Width,
                    Texture.Height,
                    Border,
                    Format,
                    Type,
                    Texture.Data);
            }

            int SwizzleR = (int)OGLEnumConverter.GetTextureSwizzle(Texture.XSource);
            int SwizzleG = (int)OGLEnumConverter.GetTextureSwizzle(Texture.YSource);
            int SwizzleB = (int)OGLEnumConverter.GetTextureSwizzle(Texture.ZSource);
            int SwizzleA = (int)OGLEnumConverter.GetTextureSwizzle(Texture.WSource);

            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleR, SwizzleR);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleG, SwizzleG);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleB, SwizzleB);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleA, SwizzleA);
        }
Пример #17
0
        public void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType)
        {
            PrimitiveType Mode = OGLEnumConverter.GetPrimitiveType(PrimType);

            GL.BindVertexArray(VaoHandle);

            GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndexBuffer.IboHandle);

            GL.DrawElements(Mode, IndexBuffer.Count, IndexBuffer.Type, First);
        }
Пример #18
0
        public void DrawArrays(int VbIndex, int First, int PrimCount, GalPrimitiveType PrimType)
        {
            if (PrimCount == 0)
            {
                return;
            }

            GL.BindVertexArray(VaoHandle);

            GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), First, PrimCount);
        }
Пример #19
0
        public void Set(
            GalBlendEquation Equation,
            GalBlendFactor FuncSrc,
            GalBlendFactor FuncDst)
        {
            GL.BlendEquation(
                OGLEnumConverter.GetBlendEquation(Equation));

            GL.BlendFunc(
                OGLEnumConverter.GetBlendFactorSrc(FuncSrc),
                OGLEnumConverter.GetBlendFactorDst(FuncDst));
        }
Пример #20
0
        public void DrawArrays(int VbIndex, GalPrimitiveType PrimType)
        {
            VbInfo Vb = VertexBuffers[VbIndex];

            if (Vb.PrimCount == 0)
            {
                return;
            }

            GL.BindVertexArray(Vb.VaoHandle);

            GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), 0, Vb.PrimCount);
        }
Пример #21
0
        private void SetBlendState(int Index, BlendState New, BlendState Old)
        {
            if (New.Enabled != Old.Enabled)
            {
                Enable(IndexedEnableCap.Blend, Index, New.Enabled);
            }

            if (New.Enabled)
            {
                if (New.SeparateAlpha)
                {
                    if (New.EquationRgb != Old.EquationRgb ||
                        New.EquationAlpha != Old.EquationAlpha)
                    {
                        GL.BlendEquationSeparate(
                            Index,
                            OGLEnumConverter.GetBlendEquation(New.EquationRgb),
                            OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
                    }

                    if (New.FuncSrcRgb != Old.FuncSrcRgb ||
                        New.FuncDstRgb != Old.FuncDstRgb ||
                        New.FuncSrcAlpha != Old.FuncSrcAlpha ||
                        New.FuncDstAlpha != Old.FuncDstAlpha)
                    {
                        GL.BlendFuncSeparate(
                            Index,
                            (BlendingFactorSrc)OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
                            (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
                            (BlendingFactorSrc)OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
                            (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
                    }
                }
                else
                {
                    if (New.EquationRgb != Old.EquationRgb)
                    {
                        GL.BlendEquation(Index, OGLEnumConverter.GetBlendEquation(New.EquationRgb));
                    }

                    if (New.FuncSrcRgb != Old.FuncSrcRgb ||
                        New.FuncDstRgb != Old.FuncDstRgb)
                    {
                        GL.BlendFunc(
                            Index,
                            (BlendingFactorSrc)OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
                            (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
                    }
                }
            }
        }
Пример #22
0
        public void SetIndexArray(byte[] Buffer, GalIndexFormat Format)
        {
            EnsureIbInitialized();

            IndexBuffer.Type = OGLEnumConverter.GetDrawElementsType(Format);

            IndexBuffer.Count = Buffer.Length >> (int)Format;

            IntPtr Length = new IntPtr(Buffer.Length);

            GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndexBuffer.IboHandle);
            GL.BufferData(BufferTarget.ElementArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
        }
Пример #23
0
        public void Reinterpret(long Key, GalImage NewImage)
        {
            if (!Texture.TryGetImage(Key, out GalImage OldImage))
            {
                return;
            }

            if (NewImage.Format == OldImage.Format &&
                NewImage.Width == OldImage.Width &&
                NewImage.Height == OldImage.Height)
            {
                return;
            }

            if (CopyPBO == 0)
            {
                CopyPBO = GL.GenBuffer();
            }

            GL.BindBuffer(BufferTarget.PixelPackBuffer, CopyPBO);

            //The buffer should be large enough to hold the largest texture.
            int BufferSize = Math.Max(ImageUtils.GetSize(OldImage),
                                      ImageUtils.GetSize(NewImage));

            GL.BufferData(BufferTarget.PixelPackBuffer, BufferSize, IntPtr.Zero, BufferUsageHint.StreamCopy);

            if (!Texture.TryGetImageHandler(Key, out ImageHandler CachedImage))
            {
                throw new InvalidOperationException();
            }

            (_, PixelFormat Format, PixelType Type) = OGLEnumConverter.GetImageFormat(CachedImage.Format);

            GL.BindTexture(TextureTarget.Texture2D, CachedImage.Handle);

            GL.GetTexImage(TextureTarget.Texture2D, 0, Format, Type, IntPtr.Zero);

            GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
            GL.BindBuffer(BufferTarget.PixelUnpackBuffer, CopyPBO);

            GL.PixelStore(PixelStoreParameter.UnpackRowLength, OldImage.Width);

            Texture.Create(Key, ImageUtils.GetSize(NewImage), NewImage);

            GL.PixelStore(PixelStoreParameter.UnpackRowLength, 0);

            GL.BindBuffer(BufferTarget.PixelUnpackBuffer, 0);
        }
Пример #24
0
        public void DrawElements(long IboKey, int First, GalPrimitiveType PrimType)
        {
            if (!IboCache.TryGetValue(IboKey, out int IboHandle))
            {
                return;
            }

            PrimitiveType Mode = OGLEnumConverter.GetPrimitiveType(PrimType);

            GL.BindVertexArray(VaoHandle);

            GL.BindBuffer(BufferTarget.ElementArrayBuffer, IboHandle);

            GL.DrawElements(Mode, IndexBuffer.Count, IndexBuffer.Type, First);
        }
Пример #25
0
        public void Create(long Key, int Size, GalImage Image)
        {
            int Handle = GL.GenTexture();

            GL.BindTexture(TextureTarget.Texture2D, Handle);

            const int Level  = 0; //TODO: Support mipmap textures.
            const int Border = 0;

            TextureCache.AddOrUpdate(Key, new ImageHandler(Handle, Image), (uint)Size);

            GalImageFormat TypeLess = Image.Format & GalImageFormat.FormatMask;

            bool IsASTC = TypeLess >= GalImageFormat.ASTC_BEGIN && TypeLess <= GalImageFormat.ASTC_END;

            if (ImageUtils.IsCompressed(Image.Format) && !IsASTC)
            {
                InternalFormat InternalFmt = OGLEnumConverter.GetCompressedImageFormat(Image.Format);

                GL.CompressedTexImage2D(
                    TextureTarget.Texture2D,
                    Level,
                    InternalFmt,
                    Image.Width,
                    Image.Height,
                    Border,
                    Size,
                    IntPtr.Zero);
            }
            else
            {
                (PixelInternalFormat InternalFmt,
                 PixelFormat Format,
                 PixelType Type) = OGLEnumConverter.GetImageFormat(Image.Format);

                GL.TexImage2D(
                    TextureTarget.Texture2D,
                    Level,
                    InternalFmt,
                    Image.Width,
                    Image.Height,
                    Border,
                    Format,
                    Type,
                    IntPtr.Zero);
            }
        }
Пример #26
0
        public void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType)
        {
            VbInfo Vb = VertexBuffers[VbIndex];

            if (Vb.PrimCount == 0)
            {
                return;
            }

            PrimitiveType Mode = OGLEnumConverter.GetPrimitiveType(PrimType);

            GL.BindVertexArray(Vb.VaoHandle);

            GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndexBuffer.IboHandle);

            GL.DrawElements(Mode, IndexBuffer.Count, IndexBuffer.Type, First);
        }
Пример #27
0
        public void SetSeparate(
            GalBlendEquation EquationRgb,
            GalBlendEquation EquationAlpha,
            GalBlendFactor FuncSrcRgb,
            GalBlendFactor FuncDstRgb,
            GalBlendFactor FuncSrcAlpha,
            GalBlendFactor FuncDstAlpha)
        {
            GL.BlendEquationSeparate(
                OGLEnumConverter.GetBlendEquation(EquationRgb),
                OGLEnumConverter.GetBlendEquation(EquationAlpha));

            GL.BlendFuncSeparate(
                OGLEnumConverter.GetBlendFactorSrc(FuncSrcRgb),
                OGLEnumConverter.GetBlendFactorDst(FuncDstRgb),
                OGLEnumConverter.GetBlendFactorSrc(FuncSrcAlpha),
                OGLEnumConverter.GetBlendFactorDst(FuncDstAlpha));
        }
Пример #28
0
        public void Bind(long Key, int Index, GalImage Image)
        {
            if (TextureCache.TryGetValue(Key, out ImageHandler CachedImage))
            {
                GL.ActiveTexture(TextureUnit.Texture0 + Index);

                GL.BindTexture(TextureTarget.Texture2D, CachedImage.Handle);

                int[] SwizzleRgba = new int[]
                {
                    (int)OGLEnumConverter.GetTextureSwizzle(Image.XSource),
                    (int)OGLEnumConverter.GetTextureSwizzle(Image.YSource),
                    (int)OGLEnumConverter.GetTextureSwizzle(Image.ZSource),
                    (int)OGLEnumConverter.GetTextureSwizzle(Image.WSource)
                };

                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleRgba, SwizzleRgba);
            }
        }
Пример #29
0
        public void Set(int Index, GalTexture Texture)
        {
            GL.ActiveTexture(TextureUnit.Texture0 + Index);

            Bind(Index);

            const int Level  = 0; //TODO: Support mipmap textures.
            const int Border = 0;

            if (IsCompressedTextureFormat(Texture.Format))
            {
                PixelInternalFormat InternalFmt = OGLEnumConverter.GetCompressedTextureFormat(Texture.Format);

                GL.CompressedTexImage2D(
                    TextureTarget.Texture2D,
                    Level,
                    InternalFmt,
                    Texture.Width,
                    Texture.Height,
                    Border,
                    Texture.Data.Length,
                    Texture.Data);
            }
            else
            {
                const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;

                (PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(Texture.Format);

                GL.TexImage2D(
                    TextureTarget.Texture2D,
                    Level,
                    InternalFmt,
                    Texture.Width,
                    Texture.Height,
                    Border,
                    Format,
                    Type,
                    Texture.Data);
            }
        }
Пример #30
0
        public void Reinterpret(long Key, GalImage NewImage)
        {
            if (!Texture.TryGetImage(Key, out GalImage OldImage))
            {
                return;
            }

            if (NewImage.Format == OldImage.Format)
            {
                return;
            }

            if (CopyPBO == 0)
            {
                CopyPBO = GL.GenBuffer();
            }

            GL.BindBuffer(BufferTarget.PixelPackBuffer, CopyPBO);

            GL.BufferData(BufferTarget.PixelPackBuffer, Math.Max(ImageUtils.GetSize(OldImage), ImageUtils.GetSize(NewImage)), IntPtr.Zero, BufferUsageHint.StreamCopy);

            if (!Texture.TryGetImageHandler(Key, out ImageHandler CachedImage))
            {
                throw new InvalidOperationException();
            }

            (_, PixelFormat Format, PixelType Type) = OGLEnumConverter.GetImageFormat(CachedImage.Format);

            GL.BindTexture(TextureTarget.Texture2D, CachedImage.Handle);

            GL.GetTexImage(TextureTarget.Texture2D, 0, Format, Type, IntPtr.Zero);

            GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);

            GL.BindBuffer(BufferTarget.PixelUnpackBuffer, CopyPBO);

            Texture.Create(Key, ImageUtils.GetSize(NewImage), NewImage);

            GL.BindBuffer(BufferTarget.PixelUnpackBuffer, 0);
        }