daily update on 20240325 by nitload youmu

This commit is contained in:
YoumuLiu
2024-03-25 09:26:53 +08:00
parent 9a10ec201c
commit 02be081eee
142 changed files with 11277 additions and 572 deletions
@@ -44,25 +44,25 @@ namespace StgSharp.Graphics
{
internal static bool[] unitActivated = new bool[16];
private IglFunc GL;
private Form binding;
internal glHandleSet _textureHandle;
internal Image[] sourceList;
internal Texture(int n, IglFunc gl)
internal Texture(int n, Form binding)
{
sourceList = new Image[n];
GL = gl;
_textureHandle = GL.GenTextures(n);
this.binding = binding;
_textureHandle = binding.GL.GenTextures(n);
}
public void Activate(TextureUnit unit)
{
GL.ActiveTexture((uint)unit);
binding.GL.ActiveTexture((uint)unit);
}
public void Bind2D(int index)
{
GL.BindTexture(GLconst.TEXTURE_2D, _textureHandle[index]);
binding.GL.BindTexture(GLconst.TEXTURE_2D, _textureHandle[index]);
}
/// <summary>
@@ -92,7 +92,7 @@ namespace StgSharp.Graphics
channel = 0;
break;
}
GL.TextureImage2d<byte>(
binding.GL.TextureImage2d<byte>(
GLconst.TEXTURE_2D, 0, channel,
(uint)sourceList[index].Width, (uint)sourceList[index].Height,
channel, GLconst.UNSIGNED_BYTE,
@@ -105,25 +105,21 @@ namespace StgSharp.Graphics
}
}
internal void ChangeEnvironment(IglFunc gl)
{
GL = gl;
}
#region texture setting
public void Set2dFilterProperty(
Filter onMinify, Filter onMagnify)
{
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_MIN_FILTER, (int)onMinify);
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_MAG_FILTER, (int)onMagnify);
binding.GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_MIN_FILTER, (int)onMinify);
binding.GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_MAG_FILTER, (int)onMagnify);
}
public void Set2dWrapProperty(
Wrap onHorizontial, Wrap onVertical)
{
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_S, (int)onHorizontial);
GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_T, (int)onVertical);
binding.GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_S, (int)onHorizontial);
binding.GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_T, (int)onVertical);
}
#endregion texture setting