daily update on 20240403 by nitload youmu
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@@ -44,25 +44,25 @@ namespace StgSharp.Graphics
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{
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internal static bool[] unitActivated = new bool[16];
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private Form binding;
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private IntPtr binding;
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internal glHandleSet _textureHandle;
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internal Image[] sourceList;
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internal Texture(int n, Form binding)
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{
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sourceList = new Image[n];
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this.binding = binding;
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_textureHandle = binding.GL.GenTextures(n);
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this.binding = binding.graphicContextID;
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_textureHandle = GL.GenTextures(n);
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}
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public void Activate(TextureUnit unit)
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{
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binding.GL.ActiveTexture((uint)unit);
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GL.ActiveTexture((uint)unit);
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}
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public void Bind2D(int index)
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{
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binding.GL.BindTexture(GLconst.TEXTURE_2D, _textureHandle[index]);
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GL.BindTexture(GLconst.TEXTURE_2D, _textureHandle[index]);
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}
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/// <summary>
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@@ -72,7 +72,7 @@ namespace StgSharp.Graphics
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/// <param name="loader"> </param>
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public unsafe void LoadTexture(int index, string name, ImageLoader loader)
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{
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Image.ImageInfo info = default;
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ImageInfo info = default;
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InternalIO.InternalLoadImage(name, &info, loader);
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sourceList[index] = new Image(info);
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if (sourceList[index].info.pixelPtr != IntPtr.Zero)
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@@ -92,7 +92,7 @@ namespace StgSharp.Graphics
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channel = 0;
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break;
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}
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binding.GL.TextureImage2d<byte>(
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GL.TextureImage2d<byte>(
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GLconst.TEXTURE_2D, 0, channel,
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(uint)sourceList[index].Width, (uint)sourceList[index].Height,
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channel, GLconst.UNSIGNED_BYTE,
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@@ -111,15 +111,15 @@ namespace StgSharp.Graphics
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public void Set2dFilterProperty(
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Filter onMinify, Filter onMagnify)
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{
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binding.GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_MIN_FILTER, (int)onMinify);
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binding.GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_MAG_FILTER, (int)onMagnify);
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GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_MIN_FILTER, (int)onMinify);
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GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_MAG_FILTER, (int)onMagnify);
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}
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public void Set2dWrapProperty(
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Wrap onHorizontial, Wrap onVertical)
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{
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binding.GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_S, (int)onHorizontial);
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binding.GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_T, (int)onVertical);
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GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_S, (int)onHorizontial);
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GL.TextureParameter(GLconst.TEXTURE_2D, GLconst.TEXTURE_WRAP_T, (int)onVertical);
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}
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#endregion texture setting
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