TextureCube.cs 5.3 KB

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  1. using System;
  2. using System.Runtime.CompilerServices;
  3. namespace BansheeEngine
  4. {
  5. /// <summary>
  6. /// A cube texture. Cube texture consists of six two dimensional texture faces that can be accessed separately.
  7. /// </summary>
  8. public sealed class TextureCube : Texture
  9. {
  10. /// <summary>
  11. /// Constructor for internal use by the runtime.
  12. /// </summary>
  13. private TextureCube()
  14. { }
  15. /// <summary>
  16. /// Creates a new blank cube texture.
  17. /// </summary>
  18. /// <param name="width">Width of a single face of the texture in pixels.</param>
  19. /// <param name="height">Height of a single face of the texture in pixels.</param>
  20. /// <param name="format">Format of the pixels.</param>
  21. /// <param name="usage">Describes planned texture use.</param>
  22. /// <param name="numSamples">If higher than 1, texture containing multiple samples per pixel is created.</param>
  23. /// <param name="hasMipmaps">Should the texture allocate memory for the entire mip-map chain or only the top level.
  24. /// </param>
  25. /// <param name="gammaCorrection">If true the texture data is assumed to have be gamma corrected and will be
  26. /// converted back to linear space when sampled on GPU, and converted to gamma space
  27. /// before being written by the GPU.</param>
  28. public TextureCube(PixelFormat format, int width, int height, TextureUsage usage = TextureUsage.Default,
  29. int numSamples = 1, bool hasMipmaps = false, bool gammaCorrection = false)
  30. {
  31. Internal_CreateInstance(this, format, width, height, usage, numSamples, hasMipmaps, gammaCorrection);
  32. }
  33. /// <summary>
  34. /// Returns pixels for the specified mip level of the specified face. Pixels will be read from system memory,
  35. /// which means the texture has to be created with <see cref="TextureUsage.CPUCached"/>. If the texture was updated
  36. /// from the GPU the pixels retrieved from this method will not reflect that, and you should use
  37. /// <see cref="GetGPUPixels"/> instead.
  38. /// </summary>
  39. /// <param name="face">Face of the cube to access.</param>
  40. /// <param name="mipLevel">Mip level to retrieve pixels for. Top level (0) is the highest quality.</param>
  41. /// <returns>A set of pixels for the specified mip level.</returns>
  42. public PixelData GetPixels(CubeFace face = CubeFace.PositiveX, int mipLevel = 0)
  43. {
  44. return Internal_GetPixels(mCachedPtr, face, mipLevel);
  45. }
  46. /// <summary>
  47. /// Sets pixels for the specified mip level of the specified face..
  48. /// </summary>
  49. /// <param name="data">Pixels to assign to the specified mip level. Pixel data must match the mip level size
  50. /// and texture pixel format.</param>
  51. /// <param name="face">Face of the cube to access.</param>
  52. /// <param name="mipLevel">Mip level to set pixels for. Top level (0) is the highest quality.</param>
  53. public void SetPixels(PixelData data, CubeFace face = CubeFace.PositiveX, int mipLevel = 0)
  54. {
  55. Internal_SetPixels(mCachedPtr, data, face, mipLevel);
  56. }
  57. /// <summary>
  58. /// Reads texture pixels directly from the GPU. This is similar to <see cref="GetPixels"/> but the texture doesn't
  59. /// need to be created with <see cref="TextureUsage.CPUCached"/>, and the data will contain any updates performed by
  60. /// the GPU. This method can be potentially slow as it introduces a CPU-GPU synchronization point. Additionally
  61. /// this method is asynchronous which means the data is not available immediately.
  62. /// </summary>
  63. /// <param name="face">Face of the cube to access.</param>
  64. /// <param name="mipLevel">Mip level to retrieve pixels for. Top level (0) is the highest quality.</param>
  65. /// <returns><see cref="AsyncOp"/> object that will contain <see cref="PixelData"/> object when the operation
  66. /// completes.</returns>
  67. public AsyncOp GetGPUPixels(CubeFace face = CubeFace.PositiveX, int mipLevel = 0)
  68. {
  69. return Internal_GetGPUPixels(mCachedPtr, face, mipLevel);
  70. }
  71. [MethodImpl(MethodImplOptions.InternalCall)]
  72. private static extern void Internal_CreateInstance(TextureCube instance, PixelFormat format, int width,
  73. int height, TextureUsage usage, int numSamples, bool hasMipmaps, bool gammaCorrection);
  74. [MethodImpl(MethodImplOptions.InternalCall)]
  75. private static extern PixelData Internal_GetPixels(IntPtr thisPtr, CubeFace face, int mipLevel);
  76. [MethodImpl(MethodImplOptions.InternalCall)]
  77. private static extern AsyncOp Internal_GetGPUPixels(IntPtr thisPtr, CubeFace face, int mipLevel);
  78. [MethodImpl(MethodImplOptions.InternalCall)]
  79. private static extern void Internal_SetPixels(IntPtr thisPtr, PixelData data, CubeFace face, int mipLevel);
  80. }
  81. /// <summary>
  82. /// Indices for the faces of a cube texture.
  83. /// </summary>
  84. public enum CubeFace
  85. {
  86. PositiveX = 0,
  87. NegativeX = 1,
  88. PositiveY = 2,
  89. NegativeY = 3,
  90. PositiveZ = 4,
  91. NegativeZ = 5,
  92. }
  93. }