//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// using System; using System.Runtime.CompilerServices; namespace BansheeEngine { /** @addtogroup Rendering * @{ */ /// /// Base class for all textures. Contains a set of pixels of certain dimensions that can be used for rendering /// or read/written directly. /// public class Texture : Resource { /// /// Returns the pixel format for the texture surface. /// public PixelFormat PixelFormat { get { PixelFormat value; Internal_GetPixelFormat(mCachedPtr, out value); return value; } } /// /// Returns a value that signals the engine in what way is the texture expected to be used. /// public TextureUsage Usage { get { TextureUsage value; Internal_GetUsage(mCachedPtr, out value); return value; } } /// /// Width of the texture in pixels. /// public int Width { get { int value; Internal_GetWidth(mCachedPtr, out value); return value; } } /// /// Height of the texture in pixels. /// public int Height { get { int value; Internal_GetHeight(mCachedPtr, out value); return value; } } /// /// Determines does the texture contain gamma corrected data. If true then the GPU will automatically convert /// the pixels to linear space before reading from the texture, and convert them to gamma space when writing /// to the texture. /// public bool GammaCorrection { get { bool value; Internal_GetGammaCorrection(mCachedPtr, out value); return value; } } /// /// Number of samples per pixel. Zero or one mean no multisampling will be used. /// public int SampleCount { get { int value; Internal_GetSampleCount(mCachedPtr, out value); return value; } } /// /// Returns how many mipmap levels does the texture contain. /// public int MipmapCount { get { int value; Internal_GetMipmapCount(mCachedPtr, out value); return value; } } /// /// Constructor for the internal use by the runtime. /// private Texture() { } /// /// Creates a new blank 2D texture. /// /// Width of the texture in pixels. /// Height of the texture in pixels. /// Format of the pixels. /// Describes planned texture use. /// If higher than 1, texture containing multiple samples per pixel is created. /// 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 static Texture Create2D(int width, int height, PixelFormat format = PixelFormat.R8G8B8A8, TextureUsage usage = TextureUsage.Default, int numSamples = 1, bool hasMipmaps = false, bool gammaCorrection = false) { Texture texture = new Texture(); Internal_CreateInstance(texture, format, width, height, 1, TextureType.Texture2D, usage, numSamples, hasMipmaps, gammaCorrection); return texture; } /// /// 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. /// public static Texture Create3D(int width, int height, int depth, PixelFormat format = PixelFormat.R8G8B8A8, TextureUsage usage = TextureUsage.Default, bool hasMipmaps = false) { Texture texture = new Texture(); Internal_CreateInstance(texture, format, width, height, depth, TextureType.Texture3D, usage, 1, hasMipmaps, false); return texture; } /// /// Creates a new blank cubemap texture. /// /// Width & height of a single cubemap face 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 static Texture CreateCube(int size, PixelFormat format = PixelFormat.R8G8B8A8, TextureUsage usage = TextureUsage.Default, bool hasMipmaps = false, bool gammaCorrection = false) { Texture texture = new Texture(); Internal_CreateInstance(texture, format, size, size, 1, TextureType.TextureCube, usage, 1, hasMipmaps, gammaCorrection); return texture; } /// /// Returns pixels for the specified mip level & face. 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. /// Face to read the pixels from. Cubemap textures have six faces whose face indices are as /// specified in the enum. Array textures can have an arbitrary number /// of faces (if it's a cubemap array it has to be a multiple of 6). /// A set of pixels for the specified mip level. public PixelData GetPixels(int mipLevel = 0, int face = 0) { return Internal_GetPixels(mCachedPtr, face, mipLevel); } /// /// Sets pixels for the specified mip level and face. /// /// 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. /// Face to set pixels for. Cubemap textures have six faces whose face indices are as /// specified in the enum. Array textures can have an arbitrary number /// of faces (if it's a cubemap array it has to be a multiple of 6). public void SetPixels(PixelData data, int mipLevel = 0, int face = 0) { Internal_SetPixels(mCachedPtr, data, face, mipLevel); } /// /// Sets pixels for the specified mip level and face. /// /// Pixels to assign to the specified mip level. Size of the array must match the mip level /// dimensions. Data is expected to be laid out row by row. Pixels will be automatically /// converted to the valid pixel format. /// Mip level to set pixels for. Top level (0) is the highest quality. /// Face to set pixels for. Cubemap textures have six faces whose face indices are as /// specified in the enum. Array textures can have an arbitrary number /// of faces (if it's a cubemap array it has to be a multiple of 6). public void SetPixels(Color[] data, int mipLevel = 0, int face = 0) { Internal_SetPixelsArray(mCachedPtr, data, face, 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. /// Face to read the pixels from. Cubemap textures have six faces whose face indices are as /// specified in the enum. Array textures can have an arbitrary number /// of faces (if it's a cubemap array it has to be a multiple of 6). /// object that will contain object when the operation /// completes. public AsyncOp GetGPUPixels(int mipLevel = 0, int face = 0) { return Internal_GetGPUPixels(mCachedPtr, face, mipLevel); } [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_GetPixelFormat(IntPtr thisPtr, out PixelFormat value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_GetUsage(IntPtr thisPtr, out TextureUsage value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_GetWidth(IntPtr thisPtr, out int value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_GetHeight(IntPtr thisPtr, out int value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_GetGammaCorrection(IntPtr thisPtr, out bool value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_GetSampleCount(IntPtr thisPtr, out int value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_GetMipmapCount(IntPtr thisPtr, out int value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_CreateInstance(Texture instance, PixelFormat format, int width, int height, int depth, TextureType texType, TextureUsage usage, int numSamples, bool hasMipmaps, bool gammaCorrection); [MethodImpl(MethodImplOptions.InternalCall)] private static extern PixelData Internal_GetPixels(IntPtr thisPtr, int face, int mipLevel); [MethodImpl(MethodImplOptions.InternalCall)] private static extern AsyncOp Internal_GetGPUPixels(IntPtr thisPtr, int face, int mipLevel); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetPixels(IntPtr thisPtr, PixelData data, int face, int mipLevel); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetPixelsArray(IntPtr thisPtr, Color[] data, int face, int mipLevel); } /// /// Flags that describe how is a texture used. /// public enum TextureUsage // Note: Must match C++ enum TextureUsage { /// /// A regular texture that is not often or ever updated from the CPU. /// Default = 0x1, /// /// A regular texture that is often updated by the CPU. /// Dynamic = 0x2, /// /// Texture that can be rendered to by the GPU. /// Render = 0x200, /// /// Texture used as a depth/stencil buffer by the GPU. /// DepthStencil = 0x400, /// /// Texture that allows load/store operations from the GPU program. /// LoadStore = 0x800, /// /// All mesh data will also be cached in CPU memory, making it available for fast read access from the CPU. /// CPUCached = 0x1000, /// /// Allows the CPU to directly read the texture data buffers from the GPU. /// CPUReadable = 0x2000, } /// /// Indices for the faces of a cube texture. /// public enum CubeFace { PositiveX = 0, NegativeX = 1, PositiveY = 2, NegativeY = 3, PositiveZ = 4, NegativeZ = 5, } /// /// Supported texture types. /// internal enum TextureType // Note: Must match C++ enum TextureType { Texture2D = 2, Texture3D = 3, TextureCube = 4 } /** @} */ }