Files
stgsharp/源代码/StgSharp/Graphics/GL/Buffer/texture.cs
T

167 lines
5.8 KiB
C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="texture.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics
{
public unsafe class Texture
{
internal static bool[] unitActivated = new bool[16];
private Form binding;
internal glHandleSet _textureHandle;
internal Image[] sourceList;
internal Texture(int n, Form binding)
{
sourceList = new Image[n];
this.binding = binding;
_textureHandle = binding.GL.GenTextures(n);
}
public void Activate(TextureUnit unit)
{
binding.GL.ActiveTexture((uint)unit);
}
public void Bind2D(int index)
{
binding.GL.BindTexture(GLconst.TEXTURE_2D, _textureHandle[index]);
}
/// <summary>
/// </summary>
/// <param name="name"> </param>
/// <param name="index"> </param>
/// <param name="loader"> </param>
public unsafe void LoadTexture(int index, string name, ImageLoader loader)
{
Image.ImageInfo info = default;
InternalIO.InternalLoadImage(name, &info, loader);
sourceList[index] = new Image(info);
if (sourceList[index].info.pixelPtr != IntPtr.Zero)
{
uint channel;
switch (sourceList[index].info.channel)
{
case 1:
channel = GLconst.RED; break;
case 2:
channel = GLconst.RG; break;
case 3:
channel = GLconst.RGB; break;
case 4:
channel = GLconst.RGBA; break;
default:
channel = 0;
break;
}
binding.GL.TextureImage2d<byte>(
GLconst.TEXTURE_2D, 0, channel,
(uint)sourceList[index].Width, (uint)sourceList[index].Height,
channel, GLconst.UNSIGNED_BYTE,
sourceList[index].pixelArrayHandle
);
}
else
{
InternalIO.InternalWriteLog($"Failed to load image file of \"{name}\".", LogType.Error);
}
}
#region texture setting
public void Set2dFilterProperty(
Filter onMinify, Filter 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)
{
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
}
public enum Filter
{
Nearest = GLconst.NEAREST,
Linear = GLconst.LINEAR,
Nearest_LinearMipmap = GLconst.NEAREST_MIPMAP_LINEAR,
Linear_LinearMipmap = GLconst.LINEAR_MIPMAP_LINEAR,
Nearest_NearestMipmap = GLconst.NEAREST_MIPMAP_NEAREST,
Linear_NearestMipmap = GLconst.LINEAR_MIPMAP_NEAREST,
}
public enum TextureUnit
{
Unit0 = GLconst.TEXTURE0,
Unit1 = GLconst.TEXTURE1,
Unit2 = GLconst.TEXTURE2,
Unit3 = GLconst.TEXTURE3,
Unit4 = GLconst.TEXTURE4,
Unit5 = GLconst.TEXTURE5,
Unit6 = GLconst.TEXTURE6,
Unit7 = GLconst.TEXTURE7,
Unit8 = GLconst.TEXTURE8,
Unit9 = GLconst.TEXTURE9,
Unit10 = GLconst.TEXTURE10,
Unit11 = GLconst.TEXTURE11,
Unit12 = GLconst.TEXTURE12,
Unit13 = GLconst.TEXTURE13,
Unit14 = GLconst.TEXTURE14,
Unit15 = GLconst.TEXTURE15,
}
public enum Wrap
{
Repeat = GLconst.REPEAT,
MirroredRepeat = GLconst.MIRRORED_REPEAT,
ClampToEdge = GLconst.CLAMP_TO_EDGE,
ClampToBorder = GLconst.CLAMP_TO_BORDER,
}
}