/// <summary> /// Initializes a new instance of the OpenGLTexture2D class. /// </summary> /// <param name="uv">The Ultraviolet context.</param> /// <param name="pixels">A pointer to the raw pixel data with which to populate the texture.</param> /// <param name="width">The texture's width in pixels.</param> /// <param name="height">The texture's height in pixels.</param> /// <param name="bytesPerPixel">The number of bytes which represent each pixel in the raw data.</param> /// <param name="options">The texture's configuration options.</param> public OpenGLTexture2D(UltravioletContext uv, IntPtr pixels, Int32 width, Int32 height, Int32 bytesPerPixel, TextureOptions options) : base(uv) { Contract.EnsureRange(width > 0, nameof(width)); Contract.EnsureRange(height > 0, nameof(height)); Contract.EnsureRange(bytesPerPixel >= 3 || bytesPerPixel <= 4, nameof(bytesPerPixel)); var isSrgb = (options & TextureOptions.SrgbColor) == TextureOptions.SrgbColor; var isLinear = (options & TextureOptions.LinearColor) == TextureOptions.LinearColor; if (isSrgb && isLinear) { throw new ArgumentException(UltravioletStrings.TextureCannotHaveMultipleEncodings); } var caps = uv.GetGraphics().Capabilities; var srgbEncoded = (isLinear ? false : (isSrgb ? true : uv.Properties.SrgbDefaultForTexture2D)) && caps.SrgbEncodingEnabled; var format = OpenGLTextureUtil.GetFormatFromBytesPerPixel(bytesPerPixel); var internalformat = OpenGLTextureUtil.GetInternalFormatFromBytesPerPixel(bytesPerPixel, srgbEncoded); if (format == gl.GL_NONE || internalformat == gl.GL_NONE) { throw new NotSupportedException(OpenGLStrings.UnsupportedImageType); } CreateNativeTexture(uv, internalformat, width, height, format, gl.GL_UNSIGNED_BYTE, (void *)pixels, (options & TextureOptions.ImmutableStorage) == TextureOptions.ImmutableStorage); }
/// <inheritdoc/> public override Texture3D ImportPreprocessed(ContentManager manager, IContentProcessorMetadata metadata, BinaryReader reader) { var caps = manager.Ultraviolet.GetGraphics().Capabilities; var version = 0u; var depth = reader.ReadInt32(); if (depth == Int32.MaxValue) { version = reader.ReadUInt32(); } if (version > 0u) { depth = reader.ReadInt32(); } var srgbEncoded = false; if (version > 0u) { srgbEncoded = reader.ReadBoolean() && caps.SrgbEncodingEnabled; } var layerSurfaces = new List <SurfaceSource>(); var layerPointers = new List <IntPtr>(); try { for (int i = 0; i < depth; i++) { var length = reader.ReadInt32(); var bytes = reader.ReadBytes(length); using (var stream = new MemoryStream(bytes)) { var surfaceSource = SurfaceSource.Create(stream); layerSurfaces.Add(surfaceSource); layerPointers.Add(surfaceSource.Data); } } var layerWidth = layerSurfaces[0].Width; var layerHeight = layerSurfaces[0].Height; var internalformat = OpenGLTextureUtil.GetInternalFormatFromBytesPerPixel(4, srgbEncoded); var format = (layerSurfaces[0].DataFormat == SurfaceSourceDataFormat.RGBA) ? gl.GL_RGBA : gl.GL_BGRA; return(new OpenGLTexture3D(manager.Ultraviolet, internalformat, layerWidth, layerHeight, format, gl.GL_UNSIGNED_BYTE, layerPointers, true)); } finally { foreach (var layerSurface in layerSurfaces) { layerSurface.Dispose(); } } }
/// <summary> /// Initializes a new instance of the <see cref="OpenGLTexture3D"/> class. /// </summary> /// <param name="uv">The Ultraviolet context.</param> /// <param name="data">A list of pointers to the raw pixel data for each of the texture's layers.</param> /// <param name="width">The texture's width in pixels.</param> /// <param name="height">The texture's height in pixels.</param> /// <param name="bytesPerPixel">The number of bytes which represent each pixel in the raw data.</param> /// <param name="options">The texture's configuration options.</param> public OpenGLTexture3D(UltravioletContext uv, IList <IntPtr> data, Int32 width, Int32 height, Int32 bytesPerPixel, TextureOptions options) : base(uv) { Contract.Require(data, nameof(data)); Contract.EnsureRange(width > 0, nameof(width)); Contract.EnsureRange(height > 0, nameof(height)); Contract.EnsureRange(bytesPerPixel == 3 || bytesPerPixel == 4, nameof(bytesPerPixel)); var isLinear = (options & TextureOptions.LinearColor) == TextureOptions.LinearColor; var isSrgb = (options & TextureOptions.SrgbColor) == TextureOptions.SrgbColor; if (isLinear && isSrgb) { throw new ArgumentException(UltravioletStrings.TextureCannotHaveMultipleEncodings); } var caps = uv.GetGraphics().Capabilities; var srgbEncoded = isLinear ? false : (isSrgb ? true : uv.Properties.SrgbDefaultForSurface3D) && caps.SrgbEncodingEnabled; var format = OpenGLTextureUtil.GetFormatFromBytesPerPixel(bytesPerPixel); var internalformat = OpenGLTextureUtil.GetInternalFormatFromBytesPerPixel(bytesPerPixel, srgbEncoded); if (format == gl.GL_NONE || internalformat == gl.GL_NONE) { throw new NotSupportedException(OpenGLStrings.UnsupportedImageType); } var pixels = IntPtr.Zero; try { pixels = CreateConcatenatedPixelBuffer(data, width * height * bytesPerPixel); CreateNativeTexture(uv, internalformat, width, height, data.Count, format, gl.GL_UNSIGNED_BYTE, (void *)pixels, true); } finally { if (pixels != IntPtr.Zero) { Marshal.FreeHGlobal(pixels); } } }
/// <summary> /// Reallocates the renderbuffer's storage. /// </summary> /// <param name="width">The renderbuffer's width in pixels.</param> /// <param name="height">The renderbuffer's height in pixels.</param> private void AllocateRenderbufferStorage(Int32 width, Int32 height) { using (OpenGLState.ScopedBindRenderbuffer(renderbuffer, true)) { switch (format) { case RenderBufferFormat.Color: { var internalformat = OpenGLTextureUtil.GetInternalFormatFromBytesPerPixel(4, SrgbEncoded); gl.RenderbufferStorage(gl.GL_RENDERBUFFER, internalformat, width, height); gl.ThrowIfError(); } break; case RenderBufferFormat.Depth24Stencil8: gl.RenderbufferStorage(gl.GL_RENDERBUFFER, gl.GL_DEPTH24_STENCIL8, width, height); gl.ThrowIfError(); break; case RenderBufferFormat.Depth32: gl.RenderbufferStorage(gl.GL_RENDERBUFFER, gl.GL_DEPTH_COMPONENT32, width, height); gl.ThrowIfError(); break; case RenderBufferFormat.Depth16: gl.RenderbufferStorage(gl.GL_RENDERBUFFER, gl.GL_DEPTH_COMPONENT16, width, height); gl.ThrowIfError(); break; case RenderBufferFormat.Stencil8: gl.RenderbufferStorage(gl.GL_RENDERBUFFER, gl.GL_STENCIL_INDEX8, width, height); break; default: throw new NotSupportedException("format"); } } }
/// <inheritdoc/> public override Texture2D ImportPreprocessed(ContentManager manager, IContentProcessorMetadata metadata, BinaryReader reader) { var caps = manager.Ultraviolet.GetGraphics().Capabilities; var version = 0u; var length = reader.ReadInt32(); if (length == Int32.MaxValue) { version = reader.ReadUInt32(); } if (version > 0u) { length = reader.ReadInt32(); } var srgbEncoded = false; if (version > 0u) { srgbEncoded = reader.ReadBoolean() && caps.SrgbEncodingEnabled; } var bytes = reader.ReadBytes(length); using (var stream = new MemoryStream(bytes)) { using (var source = SurfaceSource.Create(stream)) { var format = (source.DataFormat == SurfaceSourceDataFormat.RGBA) ? gl.GL_RGBA : gl.GL_BGRA; var internalformat = OpenGLTextureUtil.GetInternalFormatFromBytesPerPixel(4, srgbEncoded); return(new OpenGLTexture2D(manager.Ultraviolet, internalformat, source.Width, source.Height, format, gl.GL_UNSIGNED_BYTE, source.Data, true)); } } }
/// <summary> /// Initializes a new instance of the <see cref="OpenGLTexture3D"/> class. /// </summary> /// <param name="uv">The Ultraviolet context.</param> /// <param name="width">The texture's width in pixels.</param> /// <param name="height">The texture's height in pixels.</param> /// <param name="depth">The texture's depth in layers.</param> /// <param name="options">The texture's configuration options.</param> public OpenGLTexture3D(UltravioletContext uv, Int32 width, Int32 height, Int32 depth, TextureOptions options) : base(uv) { Contract.EnsureRange(width > 0, nameof(width)); Contract.EnsureRange(height > 0, nameof(height)); Contract.EnsureRange(depth > 0, nameof(depth)); var isLinear = (options & TextureOptions.LinearColor) == TextureOptions.LinearColor; var isSrgb = (options & TextureOptions.SrgbColor) == TextureOptions.SrgbColor; if (isLinear && isSrgb) { throw new ArgumentException(UltravioletStrings.TextureCannotHaveMultipleEncodings); } var caps = uv.GetGraphics().Capabilities; var srgbEncoded = isLinear ? false : (isSrgb ? true : uv.Properties.SrgbDefaultForSurface3D) && caps.SrgbEncodingEnabled; var format = OpenGLTextureUtil.GetFormatFromBytesPerPixel(4); var internalformat = OpenGLTextureUtil.GetInternalFormatFromBytesPerPixel(4, srgbEncoded); CreateNativeTexture(uv, internalformat, width, height, depth, format, gl.GL_UNSIGNED_BYTE, null, immutable); }
/// <summary> /// Initializes a new instance of the OpenGLRenderBuffer2D class. /// </summary> /// <param name="uv">The Ultraviolet context.</param> /// <param name="format">The render buffer's format.</param> /// <param name="width">The render buffer's width in pixels.</param> /// <param name="height">The render buffer's height in pixels.</param> /// <param name="options">The render buffer's configuration options.</param> public OpenGLRenderBuffer2D(UltravioletContext uv, RenderBufferFormat format, Int32 width, Int32 height, RenderBufferOptions options) : base(uv) { Contract.EnsureRange(width > 0, nameof(width)); Contract.EnsureRange(height > 0, nameof(height)); var isSrgb = (options & RenderBufferOptions.SrgbColor) == RenderBufferOptions.SrgbColor; var isLinear = (options & RenderBufferOptions.LinearColor) == RenderBufferOptions.LinearColor; if (isSrgb && isLinear) { throw new ArgumentException(UltravioletStrings.BuffersCannotHaveMultipleEncodings); } if ((isSrgb || isLinear) && format != RenderBufferFormat.Color) { throw new ArgumentException(UltravioletStrings.EncodingSpecifiedForNonColorBuffer); } var caps = uv.GetGraphics().Capabilities; var srgbEncoded = (isLinear ? false : (isSrgb ? true : uv.Properties.SrgbDefaultForRenderBuffer2D)) && caps.SrgbEncodingEnabled; this.format = format; this.width = width; this.height = height; this.immutable = (options & RenderBufferOptions.ImmutableStorage) == RenderBufferOptions.ImmutableStorage; this.willNotBeSampled = (options & RenderBufferOptions.WillNotBeSampled) == RenderBufferOptions.WillNotBeSampled; if (willNotBeSampled) { using (var state = OpenGLState.ScopedCreateRenderbuffer(out renderbuffer)) { AllocateRenderbufferStorage(width, height); } } else { switch (format) { case RenderBufferFormat.Color: { var texformat = OpenGLTextureUtil.GetFormatFromBytesPerPixel(4); var texinternalformat = OpenGLTextureUtil.GetInternalFormatFromBytesPerPixel(4, srgbEncoded); this.texture = new OpenGLTexture2D(uv, texinternalformat, width, height, texformat, gl.GL_UNSIGNED_BYTE, IntPtr.Zero, immutable, true); this.SrgbEncoded = this.texture.SrgbEncoded; } break; case RenderBufferFormat.Depth24Stencil8: this.texture = new OpenGLTexture2D(uv, gl.GL_DEPTH24_STENCIL8, width, height, gl.GL_DEPTH_STENCIL, gl.GL_UNSIGNED_INT_24_8, IntPtr.Zero, immutable, true); break; case RenderBufferFormat.Depth32: this.texture = new OpenGLTexture2D(uv, gl.GL_DEPTH_COMPONENT32, width, height, gl.GL_DEPTH_COMPONENT, gl.GL_UNSIGNED_INT, IntPtr.Zero, immutable, true); break; case RenderBufferFormat.Depth16: this.texture = new OpenGLTexture2D(uv, gl.GL_DEPTH_COMPONENT16, width, height, gl.GL_DEPTH_COMPONENT, gl.GL_UNSIGNED_SHORT, IntPtr.Zero, immutable, true); break; case RenderBufferFormat.Stencil8: this.texture = new OpenGLTexture2D(uv, gl.GL_STENCIL_INDEX8, width, height, gl.GL_STENCIL, gl.GL_UNSIGNED_INT, IntPtr.Zero, immutable, true); break; default: throw new NotSupportedException(nameof(format)); } } }