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@@ -108,6 +108,138 @@ namespace BansheeEngine
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}
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}
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+ /// <summary>
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+ /// Constructor for the internal use by the runtime.
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+ /// </summary>
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+ private Texture()
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+ { }
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+
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+ /// <summary>
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+ /// Creates a new blank 2D texture.
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+ /// </summary>
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+ /// <param name="width">Width of the texture in pixels.</param>
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+ /// <param name="height">Height of the texture in pixels.</param>
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+ /// <param name="format">Format of the pixels.</param>
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+ /// <param name="usage">Describes planned texture use.</param>
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+ /// <param name="numSamples">If higher than 1, texture containing multiple samples per pixel is created.</param>
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+ /// <param name="hasMipmaps">Should the texture allocate memory for the entire mip-map chain or only the top level.
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+ /// </param>
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+ /// <param name="gammaCorrection">If true the texture data is assumed to have be gamma corrected and will be
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+ /// converted back to linear space when sampled on GPU, and converted to gamma space
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+ /// before being written by the GPU.</param>
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+ public static Texture Create2D(int width, int height, PixelFormat format = PixelFormat.R8G8B8A8,
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+ TextureUsage usage = TextureUsage.Default, int numSamples = 1, bool hasMipmaps = false,
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+ bool gammaCorrection = false)
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+ {
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+ Texture texture = new Texture();
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+ Internal_CreateInstance(texture, format, width, height, 1, TextureType.Texture2D, usage, numSamples,
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+ hasMipmaps, gammaCorrection);
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+
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+ return texture;
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+ }
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+
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+ /// <summary>
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+ /// Creates a new blank 3D texture.
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+ /// </summary>
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+ /// <param name="width">Width of the texture in pixels.</param>
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+ /// <param name="height">Height of the texture in pixels.</param>
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+ /// <param name="depth">Depth of the texture in pixels.</param>
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+ /// <param name="format">Format of the pixels.</param>
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+ /// <param name="usage">Describes planned texture use.</param>
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+ /// <param name="hasMipmaps">Should the texture allocate memory for the entire mip-map chain or only the top level.
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+ /// </param>
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+ public static Texture Create3D(int width, int height, int depth, PixelFormat format = PixelFormat.R8G8B8A8,
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+ TextureUsage usage = TextureUsage.Default, bool hasMipmaps = false)
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+ {
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+ Texture texture = new Texture();
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+ Internal_CreateInstance(texture, format, width, height, depth, TextureType.Texture3D, usage, 1,
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+ hasMipmaps, false);
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+
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+ return texture;
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+ }
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+
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+ /// <summary>
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+ /// Creates a new blank cubemap texture.
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+ /// </summary>
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+ /// <param name="size">Width & height of a single cubemap face in pixels.</param>
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+ /// <param name="format">Format of the pixels.</param>
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+ /// <param name="usage">Describes planned texture use.</param>
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+ /// <param name="hasMipmaps">Should the texture allocate memory for the entire mip-map chain or only the top level.
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+ /// </param>
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+ /// <param name="gammaCorrection">If true the texture data is assumed to have be gamma corrected and will be
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+ /// converted back to linear space when sampled on GPU, and converted to gamma space
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+ /// before being written by the GPU.</param>
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+ public static Texture CreateCube(int size, PixelFormat format = PixelFormat.R8G8B8A8,
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+ TextureUsage usage = TextureUsage.Default, bool hasMipmaps = false, bool gammaCorrection = false)
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+ {
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+ Texture texture = new Texture();
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+ Internal_CreateInstance(texture, format, size, size, 1, TextureType.TextureCube, usage, 1,
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+ hasMipmaps, gammaCorrection);
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+
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+ return texture;
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+ }
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+
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+ /// <summary>
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+ /// Returns pixels for the specified mip level & face. Pixels will be read from system memory, which means the
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+ /// texture has to be created with <see cref="TextureUsage.CPUCached"/>. If the texture was updated from the GPU the
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+ /// pixels retrieved from this method will not reflect that, and you should use <see cref="GetGPUPixels"/> instead.
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+ /// </summary>
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+ /// <param name="mipLevel">Mip level to retrieve pixels for. Top level (0) is the highest quality.</param>
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+ /// <param name="face">Face to read the pixels from. Cubemap textures have six faces whose face indices are as
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+ /// specified in the <see cref="CubeFace"/> enum. Array textures can have an arbitrary number
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+ /// of faces (if it's a cubemap array it has to be a multiple of 6).</param>
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+ /// <returns>A set of pixels for the specified mip level.</returns>
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+ public PixelData GetPixels(int mipLevel = 0, int face = 0)
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+ {
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+ return Internal_GetPixels(mCachedPtr, face, mipLevel);
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+ }
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+
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+ /// <summary>
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+ /// Sets pixels for the specified mip level and face.
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+ /// </summary>
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+ /// <param name="data">Pixels to assign to the specified mip level. Pixel data must match the mip level size
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+ /// and texture pixel format.</param>
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+ /// <param name="mipLevel">Mip level to set pixels for. Top level (0) is the highest quality.</param>
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+ /// <param name="face">Face to set pixels for. Cubemap textures have six faces whose face indices are as
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+ /// specified in the <see cref="CubeFace"/> enum. Array textures can have an arbitrary number
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+ /// of faces (if it's a cubemap array it has to be a multiple of 6).</param>
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+ public void SetPixels(PixelData data, int mipLevel = 0, int face = 0)
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+ {
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+ Internal_SetPixels(mCachedPtr, data, face, mipLevel);
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+ }
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+
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+ /// <summary>
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+ /// Sets pixels for the specified mip level and face.
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+ /// </summary>
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+ /// <param name="data">Pixels to assign to the specified mip level. Size of the array must match the mip level
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+ /// dimensions. Data is expected to be laid out row by row. Pixels will be automatically
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+ /// converted to the valid pixel format.</param>
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+ /// <param name="mipLevel">Mip level to set pixels for. Top level (0) is the highest quality.</param>
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+ /// <param name="face">Face to set pixels for. Cubemap textures have six faces whose face indices are as
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+ /// specified in the <see cref="CubeFace"/> enum. Array textures can have an arbitrary number
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+ /// of faces (if it's a cubemap array it has to be a multiple of 6).</param>
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+ public void SetPixels(Color[] data, int mipLevel = 0, int face = 0)
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+ {
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+ Internal_SetPixelsArray(mCachedPtr, data, face, mipLevel);
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+ }
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+
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+ /// <summary>
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+ /// Reads texture pixels directly from the GPU. This is similar to <see cref="GetPixels"/> but the texture doesn't
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+ /// need to be created with <see cref="TextureUsage.CPUCached"/>, and the data will contain any updates performed by
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+ /// the GPU. This method can be potentially slow as it introduces a CPU-GPU synchronization point. Additionally
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+ /// this method is asynchronous which means the data is not available immediately.
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+ /// </summary>
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+ /// <param name="mipLevel">Mip level to retrieve pixels for. Top level (0) is the highest quality.</param>
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+ /// <param name="face">Face to read the pixels from. Cubemap textures have six faces whose face indices are as
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+ /// specified in the <see cref="CubeFace"/> enum. Array textures can have an arbitrary number
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+ /// of faces (if it's a cubemap array it has to be a multiple of 6).</param>
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+ /// <returns><see cref="AsyncOp"/> object that will contain <see cref="PixelData"/> object when the operation
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+ /// completes.</returns>
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+ public AsyncOp GetGPUPixels(int mipLevel = 0, int face = 0)
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+ {
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+ return Internal_GetGPUPixels(mCachedPtr, face, mipLevel);
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+ }
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+
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[MethodImpl(MethodImplOptions.InternalCall)]
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private static extern void Internal_GetPixelFormat(IntPtr thisPtr, out PixelFormat value);
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@@ -128,6 +260,23 @@ namespace BansheeEngine
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[MethodImpl(MethodImplOptions.InternalCall)]
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private static extern void Internal_GetMipmapCount(IntPtr thisPtr, out int value);
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+
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_CreateInstance(Texture instance, PixelFormat format, int width,
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+ int height, int depth, TextureType texType, TextureUsage usage, int numSamples, bool hasMipmaps,
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+ bool gammaCorrection);
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+
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern PixelData Internal_GetPixels(IntPtr thisPtr, int face, int mipLevel);
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+
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern AsyncOp Internal_GetGPUPixels(IntPtr thisPtr, int face, int mipLevel);
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+
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_SetPixels(IntPtr thisPtr, PixelData data, int face, int mipLevel);
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+
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_SetPixelsArray(IntPtr thisPtr, Color[] data, int face, int mipLevel);
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}
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/// <summary>
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@@ -171,5 +320,28 @@ namespace BansheeEngine
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CPUReadable = 0x2000,
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}
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+ /// <summary>
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+ /// Indices for the faces of a cube texture.
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+ /// </summary>
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+ public enum CubeFace
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+ {
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+ PositiveX = 0,
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+ NegativeX = 1,
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+ PositiveY = 2,
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+ NegativeY = 3,
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+ PositiveZ = 4,
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+ NegativeZ = 5,
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+ }
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+
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+ /// <summary>
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+ /// Supported texture types.
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+ /// </summary>
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+ internal enum TextureType // Note: Must match C++ enum TextureType
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+ {
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+ Texture2D = 2,
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+ Texture3D = 3,
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+ TextureCube = 4
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+ }
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+
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/** @} */
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}
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