BizHawk/Bizware/BizHawk.Bizware.BizwareGL/Texture2d.cs

84 lines
2.0 KiB
C#

using System;
using OpenTK.Graphics.OpenGL;
namespace BizHawk.Bizware.BizwareGL
{
/// <summary>
/// A full-scale 2D texture, with mip levels and everything.
/// In OpenGL tradition, this encapsulates the sampler state, as well, which is equal parts annoying and convenient
/// </summary>
public class Texture2d : IDisposable
{
//not sure if I need this idea.
//public class Maker
//{
// public Maker(Texture2d tex)
// {
// MyTexture = tex;
// }
// public void SetWidth(int width)
// {
// MyTexture.Width = width;
// }
// public void SetHeight(int width)
// {
// MyTexture.Height = height;
// }
// Texture2d MyTexture;
//}
public void Dispose()
{
Owner.FreeTexture(Id);
Id = Owner.GetEmptyHandle();
}
public Texture2d(IGL owner, IntPtr id, int width, int height)
{
Owner = owner;
Id = id;
Width = width;
Height = height;
}
public void LoadFrom(BitmapBuffer buffer)
{
}
public void SetMinFilter(TextureMinFilter minFilter)
{
Owner.BindTexture2d(this);
Owner.TexParameter2d(TextureParameterName.TextureMinFilter, (int)minFilter);
}
public void SetMagFilter(TextureMagFilter magFilter)
{
Owner.BindTexture2d(this);
Owner.TexParameter2d(TextureParameterName.TextureMagFilter, (int)magFilter);
}
public void SetFilterLinear()
{
SetMinFilter(TextureMinFilter.Linear);
SetMagFilter(TextureMagFilter.Linear);
}
public void SetFilterNearest()
{
SetMinFilter(TextureMinFilter.Nearest);
SetMagFilter(TextureMagFilter.Nearest);
}
public IGL Owner { get; private set; }
public IntPtr Id { get; private set; }
//note.. it is commonly helpful to have these as floats, since we're more often using them for rendering than for raster logic
public float Width { get; private set; }
public float Height { get; private set; }
public int IntWidth { get { return (int)Width; } }
public int IntHeight { get { return (int)Height; } }
}
}