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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- using System;
- using System.Runtime.CompilerServices;
- namespace BansheeEngine
- {
- /** @addtogroup Rendering
- * @{
- */
- /// <summary>
- /// Base class for all textures. Contains a set of pixels of certain dimensions that can be used for rendering
- /// or read/written directly.
- /// </summary>
- public class Texture : Resource
- {
- /// <summary>
- /// Returns the pixel format for the texture surface.
- /// </summary>
- public PixelFormat PixelFormat
- {
- get
- {
- PixelFormat value;
- Internal_GetPixelFormat(mCachedPtr, out value);
- return value;
- }
- }
- /// <summary>
- /// Returns a value that signals the engine in what way is the texture expected to be used.
- /// </summary>
- public TextureUsage Usage
- {
- get
- {
- TextureUsage value;
- Internal_GetUsage(mCachedPtr, out value);
- return value;
- }
- }
- /// <summary>
- /// Width of the texture in pixels.
- /// </summary>
- public int Width
- {
- get
- {
- int value;
- Internal_GetWidth(mCachedPtr, out value);
- return value;
- }
- }
- /// <summary>
- /// Height of the texture in pixels.
- /// </summary>
- public int Height
- {
- get
- {
- int value;
- Internal_GetHeight(mCachedPtr, out value);
- return value;
- }
- }
- /// <summary>
- /// 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.
- /// </summary>
- public bool GammaCorrection
- {
- get
- {
- bool value;
- Internal_GetGammaCorrection(mCachedPtr, out value);
- return value;
- }
- }
- /// <summary>
- /// Number of samples per pixel. Zero or one mean no multisampling will be used.
- /// </summary>
- public int SampleCount
- {
- get
- {
- int value;
- Internal_GetSampleCount(mCachedPtr, out value);
- return value;
- }
- }
- /// <summary>
- /// Returns how many mipmap levels does the texture contain.
- /// </summary>
- public int MipmapCount
- {
- get
- {
- int value;
- Internal_GetMipmapCount(mCachedPtr, out value);
- return value;
- }
- }
- /// <summary>
- /// Constructor for the internal use by the runtime.
- /// </summary>
- private Texture()
- { }
- /// <summary>
- /// Creates a new blank 2D texture.
- /// </summary>
- /// <param name="width">Width of the texture in pixels.</param>
- /// <param name="height">Height of the texture in pixels.</param>
- /// <param name="format">Format of the pixels.</param>
- /// <param name="usage">Describes planned texture use.</param>
- /// <param name="numSamples">If higher than 1, texture containing multiple samples per pixel is created.</param>
- /// <param name="hasMipmaps">Should the texture allocate memory for the entire mip-map chain or only the top level.
- /// </param>
- /// <param name="gammaCorrection">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.</param>
- 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;
- }
- /// <summary>
- /// Creates a new blank 3D texture.
- /// </summary>
- /// <param name="width">Width of the texture in pixels.</param>
- /// <param name="height">Height of the texture in pixels.</param>
- /// <param name="depth">Depth of the texture in pixels.</param>
- /// <param name="format">Format of the pixels.</param>
- /// <param name="usage">Describes planned texture use.</param>
- /// <param name="hasMipmaps">Should the texture allocate memory for the entire mip-map chain or only the top level.
- /// </param>
- 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;
- }
- /// <summary>
- /// Creates a new blank cubemap texture.
- /// </summary>
- /// <param name="size">Width & height of a single cubemap face in pixels.</param>
- /// <param name="format">Format of the pixels.</param>
- /// <param name="usage">Describes planned texture use.</param>
- /// <param name="hasMipmaps">Should the texture allocate memory for the entire mip-map chain or only the top level.
- /// </param>
- /// <param name="gammaCorrection">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.</param>
- 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;
- }
- /// <summary>
- /// Returns pixels for the specified mip level & face. Pixels will be read from system memory, which means the
- /// texture has to be created with <see cref="TextureUsage.CPUCached"/>. If the texture was updated from the GPU the
- /// pixels retrieved from this method will not reflect that, and you should use <see cref="GetGPUPixels"/> instead.
- /// </summary>
- /// <param name="mipLevel">Mip level to retrieve pixels for. Top level (0) is the highest quality.</param>
- /// <param name="face">Face to read the pixels from. Cubemap textures have six faces whose face indices are as
- /// specified in the <see cref="CubeFace"/> enum. Array textures can have an arbitrary number
- /// of faces (if it's a cubemap array it has to be a multiple of 6).</param>
- /// <returns>A set of pixels for the specified mip level.</returns>
- public PixelData GetPixels(int mipLevel = 0, int face = 0)
- {
- return Internal_GetPixels(mCachedPtr, face, mipLevel);
- }
- /// <summary>
- /// Sets pixels for the specified mip level and face.
- /// </summary>
- /// <param name="data">Pixels to assign to the specified mip level. Pixel data must match the mip level size
- /// and texture pixel format.</param>
- /// <param name="mipLevel">Mip level to set pixels for. Top level (0) is the highest quality.</param>
- /// <param name="face">Face to set pixels for. Cubemap textures have six faces whose face indices are as
- /// specified in the <see cref="CubeFace"/> enum. Array textures can have an arbitrary number
- /// of faces (if it's a cubemap array it has to be a multiple of 6).</param>
- public void SetPixels(PixelData data, int mipLevel = 0, int face = 0)
- {
- Internal_SetPixels(mCachedPtr, data, face, mipLevel);
- }
- /// <summary>
- /// Sets pixels for the specified mip level and face.
- /// </summary>
- /// <param name="data">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.</param>
- /// <param name="mipLevel">Mip level to set pixels for. Top level (0) is the highest quality.</param>
- /// <param name="face">Face to set pixels for. Cubemap textures have six faces whose face indices are as
- /// specified in the <see cref="CubeFace"/> enum. Array textures can have an arbitrary number
- /// of faces (if it's a cubemap array it has to be a multiple of 6).</param>
- public void SetPixels(Color[] data, int mipLevel = 0, int face = 0)
- {
- Internal_SetPixelsArray(mCachedPtr, data, face, mipLevel);
- }
- /// <summary>
- /// Reads texture pixels directly from the GPU. This is similar to <see cref="GetPixels"/> but the texture doesn't
- /// need to be created with <see cref="TextureUsage.CPUCached"/>, 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.
- /// </summary>
- /// <param name="mipLevel">Mip level to retrieve pixels for. Top level (0) is the highest quality.</param>
- /// <param name="face">Face to read the pixels from. Cubemap textures have six faces whose face indices are as
- /// specified in the <see cref="CubeFace"/> enum. Array textures can have an arbitrary number
- /// of faces (if it's a cubemap array it has to be a multiple of 6).</param>
- /// <returns><see cref="AsyncOp"/> object that will contain <see cref="PixelData"/> object when the operation
- /// completes.</returns>
- 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);
- }
- /// <summary>
- /// Flags that describe how is a texture used.
- /// </summary>
- public enum TextureUsage // Note: Must match C++ enum TextureUsage
- {
- /// <summary>
- /// A regular texture that is not often or ever updated from the CPU.
- /// </summary>
- Default = 0x1,
- /// <summary>
- /// A regular texture that is often updated by the CPU.
- /// </summary>
- Dynamic = 0x2,
- /// <summary>
- /// Texture that can be rendered to by the GPU.
- /// </summary>
- Render = 0x200,
- /// <summary>
- /// Texture used as a depth/stencil buffer by the GPU.
- /// </summary>
- DepthStencil = 0x400,
- /// <summary>
- /// Texture that allows load/store operations from the GPU program.
- /// </summary>
- LoadStore = 0x800,
- /// <summary>
- /// All mesh data will also be cached in CPU memory, making it available for fast read access from the CPU.
- /// </summary>
- CPUCached = 0x1000,
- /// <summary>
- /// Allows the CPU to directly read the texture data buffers from the GPU.
- /// </summary>
- CPUReadable = 0x2000,
- }
- /// <summary>
- /// Indices for the faces of a cube texture.
- /// </summary>
- public enum CubeFace
- {
- PositiveX = 0,
- NegativeX = 1,
- PositiveY = 2,
- NegativeY = 3,
- PositiveZ = 4,
- NegativeZ = 5,
- }
- /// <summary>
- /// Supported texture types.
- /// </summary>
- internal enum TextureType // Note: Must match C++ enum TextureType
- {
- Texture2D = 2,
- Texture3D = 3,
- TextureCube = 4
- }
- /** @} */
- }
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