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using System;
using NW4RTools;
using NW4RTools.Models;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
namespace NW4RTools.Models.OpenGL {
public class GLTexture : IDisposable {
public readonly int TextureID;
public GLTexture() {
TextureID = GL.GenTexture();
}
void IDisposable.Dispose() {
GL.DeleteTexture(TextureID);
}
public void Load(Texture tex) {
Bind(TextureTarget.Texture2D);
// todo: check if this is configurable
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMagFilter.Linear);
//byte[] pixelData = new byte[tex.BaseImage.Width * tex.BaseImage.Height * 4];
var lb = tex.BaseImage.LockBits(
new System.Drawing.Rectangle(0, 0, tex.BaseImage.Width, tex.BaseImage.Height),
System.Drawing.Imaging.ImageLockMode.ReadOnly,
System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Four,
tex.BaseImage.Width, tex.BaseImage.Height, 0,
PixelFormat.Bgra, PixelType.UnsignedByte, lb.Scan0);
tex.BaseImage.UnlockBits(lb);
}
public void Bind(TextureTarget target) {
GL.BindTexture(target, TextureID);
}
}
}
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