using System; using System.Runtime.CompilerServices; namespace BansheeEngine { /// /// A three dimensional texture. /// public sealed class Texture3D : Texture { /// /// Depth of the texture in pixels. /// public int Depth { get { int value; Internal_GetDepth(mCachedPtr, out value); return value; } } /// /// Constructor for internal use by the runtime. /// private Texture3D() { } /// /// Creates a new blank 3D texture. /// /// Width of the texture in pixels. /// Height of the texture in pixels. /// Depth of the texture in pixels. /// Format of the pixels. /// Describes planned texture use. /// Should the texture allocate memory for the entire mip-map chain or only the top level. /// /// If true the texture data is assumed to have be gamma corrected and will be /// converted back to linear space when sampled on GPU, and converted to gamma space /// before being written by the GPU. public Texture3D(PixelFormat format, int width, int height, int depth, TextureUsage usage = TextureUsage.Default, bool hasMipmaps = false, bool gammaCorrection = false) { Internal_CreateInstance(this, format, width, height, depth, usage, hasMipmaps, gammaCorrection); } /// /// Returns pixels for the specified mip level. Pixels will be read from system memory, which means the texture has /// to be created with . If the texture was updated from the GPU the pixels /// retrieved from this method will not reflect that, and you should use instead. /// /// Mip level to retrieve pixels for. Top level (0) is the highest quality. /// A set of pixels for the specified mip level. public PixelData GetPixels(int mipLevel = 0) { return Internal_GetPixels(mCachedPtr, mipLevel); } /// /// Sets pixels for the specified mip level. /// /// Pixels to assign to the specified mip level. Pixel data must match the mip level size /// and texture pixel format. /// Mip level to set pixels for. Top level (0) is the highest quality. public void SetPixels(PixelData data, int mipLevel = 0) { Internal_SetPixels(mCachedPtr, data, mipLevel); } /// /// Reads texture pixels directly from the GPU. This is similar to but the texture doesn't /// need to be created with , and the data will contain any updates performed by /// the GPU. This method can be potentially slow as it introduces a CPU-GPU synchronization point. Additionally /// this method is asynchronous which means the data is not available immediately. /// /// Mip level to retrieve pixels for. Top level (0) is the highest quality. /// object that will contain object when the operation /// completes. public AsyncOp GetGPUPixels(int mipLevel = 0) { return Internal_GetGPUPixels(mCachedPtr, mipLevel); } [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_CreateInstance(Texture3D instance, PixelFormat format, int width, int height, int depth, TextureUsage usage, bool hasMipmaps, bool gammaCorrection); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_GetDepth(IntPtr thisPtr, out int value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern PixelData Internal_GetPixels(IntPtr thisPtr, int mipLevel); [MethodImpl(MethodImplOptions.InternalCall)] private static extern AsyncOp Internal_GetGPUPixels(IntPtr thisPtr, int mipLevel); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetPixels(IntPtr thisPtr, PixelData data, int mipLevel); } }