90 lines
2.4 KiB
C#
90 lines
2.4 KiB
C#
using System;
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using System.Drawing;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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namespace BizHawk.Bizware.BizwareGL
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{
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/// <summary>
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/// A full-scale 2D texture, with mip levels and everything.
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/// In OpenGL tradition, this encapsulates the sampler state, as well, which is equal parts annoying and convenient
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/// </summary>
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public class Texture2d : IDisposable
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{
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/// <summary>
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/// resolves the texture into a new BitmapBuffer
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/// </summary>
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public BitmapBuffer Resolve()
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{
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return Owner.ResolveTexture2d(this);
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}
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public void Dispose()
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{
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Owner.FreeTexture(this);
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Id = Owner.GetEmptyHandle();
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}
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public Texture2d(IGL owner, IntPtr id, object opaque, int width, int height)
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{
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Owner = owner;
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Id = id;
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Opaque = opaque;
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Width = width;
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Height = height;
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}
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public override string ToString()
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{
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return string.Format("GL Tex: {0}x{1}", Width, Height);
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}
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public void LoadFrom(BitmapBuffer buffer)
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{
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}
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public void SetMinFilter(TextureMinFilter minFilter)
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{
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Owner.BindTexture2d(this);
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Owner.TexParameter2d(TextureParameterName.TextureMinFilter, (int)minFilter);
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}
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public void SetMagFilter(TextureMagFilter magFilter)
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{
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Owner.BindTexture2d(this);
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Owner.TexParameter2d(TextureParameterName.TextureMagFilter, (int)magFilter);
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}
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public void SetFilterLinear()
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{
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SetMinFilter(TextureMinFilter.Linear);
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SetMagFilter(TextureMagFilter.Linear);
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}
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public void SetFilterNearest()
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{
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SetMinFilter(TextureMinFilter.Nearest);
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SetMagFilter(TextureMagFilter.Nearest);
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}
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public IGL Owner { get; private set; }
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public IntPtr Id { get; private set; }
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public object Opaque { get; private set; }
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//note.. this was a lame idea. convenient, but weird. lets just change this back to ints.
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public float Width { get; private set; }
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public float Height { get; private set; }
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public int IntWidth { get { return (int)Width; } }
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public int IntHeight { get { return (int)Height; } }
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public Rectangle Rectangle { get { return new Rectangle(0, 0, IntWidth, IntHeight); } }
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public Size Size { get { return new Size(IntWidth, IntHeight); } }
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/// <summary>
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/// opengl sucks, man. seriously, screw this (textures from render targets are upside down)
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/// </summary>
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public bool IsUpsideDown;
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}
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} |