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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="texture.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Math;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Graphics
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{
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public unsafe class Texture
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{
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internal static bool[] unitActivated = new bool[16];
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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, glRenderStream binding)
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{
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sourceList = new Image[n];
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this.binding = binding.ContextHandle;
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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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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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GL.BindTexture(GLconst.TEXTURE_2D, _textureHandle[index]);
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}
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/// <summary>
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/// </summary>
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/// <param name="name"> </param>
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/// <param name="index"> </param>
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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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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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{
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uint channel;
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switch (sourceList[index].info.channel)
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{
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case 1:
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channel = GLconst.RED; break;
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case 2:
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channel = GLconst.RG; break;
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case 3:
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channel = GLconst.RGB; break;
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case 4:
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channel = GLconst.RGBA; break;
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default:
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channel = 0;
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break;
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}
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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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sourceList[index].pixelArrayHandle
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);
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}
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else
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{
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InternalIO.InternalWriteLog($"Failed to load image file of \"{name}\".", LogType.Error);
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}
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}
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#region texture setting
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public void Set2dFilterProperty(
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Filter onMinify, Filter onMagnify)
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{
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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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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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}
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public enum Filter
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{
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Nearest = GLconst.NEAREST,
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Linear = GLconst.LINEAR,
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Nearest_LinearMipmap = GLconst.NEAREST_MIPMAP_LINEAR,
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Linear_LinearMipmap = GLconst.LINEAR_MIPMAP_LINEAR,
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Nearest_NearestMipmap = GLconst.NEAREST_MIPMAP_NEAREST,
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Linear_NearestMipmap = GLconst.LINEAR_MIPMAP_NEAREST,
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}
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public enum TextureUnit
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{
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Unit0 = GLconst.TEXTURE0,
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Unit1 = GLconst.TEXTURE1,
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Unit2 = GLconst.TEXTURE2,
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Unit3 = GLconst.TEXTURE3,
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Unit4 = GLconst.TEXTURE4,
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Unit5 = GLconst.TEXTURE5,
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Unit6 = GLconst.TEXTURE6,
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Unit7 = GLconst.TEXTURE7,
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Unit8 = GLconst.TEXTURE8,
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Unit9 = GLconst.TEXTURE9,
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Unit10 = GLconst.TEXTURE10,
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Unit11 = GLconst.TEXTURE11,
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Unit12 = GLconst.TEXTURE12,
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Unit13 = GLconst.TEXTURE13,
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Unit14 = GLconst.TEXTURE14,
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Unit15 = GLconst.TEXTURE15,
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}
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public enum Wrap
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{
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Repeat = GLconst.REPEAT,
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MirroredRepeat = GLconst.MIRRORED_REPEAT,
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ClampToEdge = GLconst.CLAMP_TO_EDGE,
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ClampToBorder = GLconst.CLAMP_TO_BORDER,
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}
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}
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