agrobot_base/Exemplos/SharpDX-master/Source/SharpDX.Direct3D10/Texture2D.cs

130 lines
6.5 KiB
C#

// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
using SharpDX.DXGI;
namespace SharpDX.Direct3D10
{
public partial class Texture2D
{
/// <summary>
/// Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Texture2D" /> class.
/// </summary>
/// <param name = "device">The device with which to associate the texture.</param>
/// <param name = "description">The description of the texture.</param>
public Texture2D(Device device, Texture2DDescription description)
: base(IntPtr.Zero)
{
device.CreateTexture2D(ref description, null, this);
}
/// <summary>
/// Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Texture2D" /> class.
/// </summary>
/// <param name = "device">The device with which to associate the texture.</param>
/// <param name = "description">The description of the texture.</param>
/// <param name = "data">The initial texture data.</param>
public Texture2D(Device device, Texture2DDescription description, DataRectangle data)
: this(device, description, new[] {data})
{
}
/// <summary>
/// Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Texture2D" /> class.
/// </summary>
/// <param name = "device">The device with which to associate the texture.</param>
/// <param name = "description">The description of the texture.</param>
/// <param name = "data">An array of initial texture data for each subresource.</param>
public Texture2D(Device device, Texture2DDescription description, DataRectangle[] data)
: base(IntPtr.Zero)
{
DataBox[] subResourceDatas = null;
if (data != null)
{
subResourceDatas = new DataBox[data.Length];
for (int i = 0; i < subResourceDatas.Length; i++)
{
subResourceDatas[i].DataPointer = data[i].DataPointer;
subResourceDatas[i].RowPitch = data[i].Pitch;
}
}
device.CreateTexture2D(ref description, subResourceDatas, this);
}
/// <summary>
/// Converts a height map into a normal map. The (x,y,z) components of each normal are mapped to the (r,g,b) channels of the output texture.
/// </summary>
/// <param name = "source">The source height map texture.</param>
/// <param name = "destination">The destination texture.</param>
/// <param name = "flags">One or more flags that control generation of normal maps.</param>
/// <param name = "channel">One or more flag specifying the source of height information.</param>
/// <param name = "amplitude">Constant value multiplier that increases (or decreases) the values in the normal map. Higher values usually make bumps more visible, lower values usually make bumps less visible.</param>
/// <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
public static void ComputeNormalMap(Texture2D source, Texture2D destination,
NormalMapFlags flags, Channel channel, float amplitude)
{
D3DX10.ComputeNormalMap(source, flags, channel, amplitude, destination);
}
/// <summary>
/// Maps the texture, providing CPU access to its contents.
/// </summary>
/// <param name="mipSlice">The mip slice to map.</param>
/// <param name="mode">The IO operations to enable on the CPU.</param>
/// <param name="flags">Flags indicating how the CPU should respond when the GPU is busy.</param>
/// <returns>A data rectangle containing the mapped data. This data stream is invalidated when the buffer is unmapped.</returns>
public DataRectangle Map(int mipSlice, MapMode mode, MapFlags flags)
{
var desc = Description;
int subresource = CalculateSubResourceIndex(mipSlice, 0, desc.MipLevels);
DataRectangle mappedTexture2D;
Map(subresource, mode, flags, out mappedTexture2D);
return mappedTexture2D;
}
/// <summary>
/// Maps the texture, providing CPU access to its contents.
/// </summary>
/// <param name="mipSlice">The mip slice to map.</param>
/// <param name="mode">The IO operations to enable on the CPU.</param>
/// <param name="flags">Flags indicating how the CPU should respond when the GPU is busy.</param>
/// <param name="dataStream">The data stream.</param>
/// <returns>
/// A data rectangle containing the mapped data. This data stream is invalidated when the buffer is unmapped.
/// </returns>
public DataRectangle Map(int mipSlice, MapMode mode, MapFlags flags, out DataStream dataStream)
{
var desc = Description;
int subresource = CalculateSubResourceIndex(mipSlice, 0, desc.MipLevels);
int mipHeight = GetMipSize(mipSlice, desc.Height);
DataRectangle mappedTexture2D;
Map(subresource, mode, flags, out mappedTexture2D);
bool canRead = mode == MapMode.Read || mode == MapMode.ReadWrite;
bool canWrite = mode != MapMode.Read;
dataStream = new DataStream(mappedTexture2D.DataPointer, mipHeight * mappedTexture2D.Pitch, canRead, canWrite);
return mappedTexture2D;
}
}
}