6e8fbca745
match the genesis editor version 1.3.0.653.
175 lines
6.4 KiB
C#
175 lines
6.4 KiB
C#
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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using System;
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using System.Runtime.CompilerServices;
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using ScriptRuntime;
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namespace ScriptRuntime
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{
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//copy from Engine\rendersystem\base\PixelFormat.h
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internal enum _PixelFormat : int
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{
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// begin common
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X8R8G8B8 = 0,
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R8G8B8,
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B8G8R8,
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B8G8R8A8,
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R8G8B8A8,
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A8B8G8R8,
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A8R8G8B8,
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R5G6B5,
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A1R5G5B5,
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A4R4G4B4,
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DXT1,
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DXT2,
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DXT3,
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DXT4,
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DXT5,
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R16F, // 16 bit float, red only
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G16R16F, // 32 bit float, 16 bit red, 16 bit green
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A16B16G16R16F, // 64 bit float, 16 bit rgba each
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R32F, // 32 bit float, red only
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G32R32F, // 64 bit float, 32 bit red, 32 bit green
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A32B32G32R32F, // 128 bit float, 32 bit rgba each
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A8,
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L8,
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L8A8, //[2012/4/12 zhongdaohuan] mygui 用到的格式
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L16,
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G16R16,
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D24X8,
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D24S8,
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// end common CommonCount
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// begin iPhone / PowerVR
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PVRTC_RGB2,
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PVRTC_RGBA2,
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PVRTC_RGB4,
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PVRTC_RGBA4,
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// end iphone / PowerVR end iOSCount
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//ETC
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ETC1_RGB8,
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NumPixelFormats,
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InvalidPixelFormat,
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DescPixelFormatsCount, // 不调整NumPixelFormats和InvalidPixelFormat的顺序,以免引起BUG。用于像素格式描述的数组
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// 记录分块的标志位。 更改枚举之后,记得修改
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CommonCount = D24S8 + 1,
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iOSCount = PVRTC_RGBA4 + 1,
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};
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public enum PixelFormat : int
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{
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X8R8G8B8 = _PixelFormat.X8R8G8B8,
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R16F = _PixelFormat.R16F,
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G16R16F = _PixelFormat.G16R16F,
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A16B16G16R16F = _PixelFormat.A16B16G16R16F,
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R32F = _PixelFormat.R32F,
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G32R32F = _PixelFormat.G32R32F,
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A32B32G32R32F = _PixelFormat.A32B32G32R32F,
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}
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public enum ClearFlag
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{
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ClearColor = (1 << 0),
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ClearDepth = (1 << 1),
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ClearStencil = (1 << 2),
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ClearAll = ClearColor | ClearDepth | ClearStencil,
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};
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/// <summary>
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/// 渲染到纹理
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/// </summary>
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public class RenderToTexture : Texture
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{
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private RenderToTexture(DummyClass__ dummyObj)
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{
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}
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~RenderToTexture()
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{
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ICall_RenderToTexture_Release(this);
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}
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/// <summary>
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/// 默认构造函数
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/// </summary>
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public RenderToTexture()
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{
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ICall_RenderToTexture_Bind(this);
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}
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/// <summary>
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/// 创建一个用户自定义的渲染到纹理
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/// </summary>
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/// <param name="width">渲染到纹理的宽度</param>
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/// <param name="height">渲染到纹理的高度</param>
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/// <param name="format">渲染到纹理的格式</param>
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/// <param name="flag">渲染到纹理的渲染标志</param>
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/// <param name="color">渲染到纹理的颜色</param>
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/// <param name="useDepth">渲染到纹理是否使用深度</param>
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/// <param name="screenRatio">渲染到纹理的纵横比</param>
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public void Setup(int width, int height, PixelFormat format, ClearFlag flag, ref Vector4 color, bool useDepth, float screenRatio)
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{
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ICall_RenderToTexture_Setup(this, width, height,(int)format,(uint)flag, ref color,useDepth,screenRatio,0,0,0,0,0);
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}
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/// <summary>
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/// 创建一个用户自定义的渲染到纹理
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/// </summary>
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/// <param name="width">渲染到纹理的宽度</param>
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/// <param name="height">渲染到纹理的高度</param>
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/// <param name="format">渲染到纹理的格式</param>
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/// <param name="flag">渲染到纹理的渲染标志</param>
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/// <param name="color">渲染到纹理的颜色</param>
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/// <param name="useDepth">渲染到纹理是否使用深度</param>
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public void Setup(int width, int height, PixelFormat format, ClearFlag flag, ref Vector4 color, bool useDepth)
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{
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ICall_RenderToTexture_Setup(this, width, height, (int)format, (uint)flag, ref color, useDepth, 0, 0, 0, 0, 0, 0);
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}
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internal override IntPtr GetTextureHandlePtr()
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{
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return ICall_RenderToTexture_GetTextureHandlePtr(this);
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}
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static void ICall_RenderToTexture_Bind(RenderToTexture self);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static void ICall_RenderToTexture_Release(RenderToTexture self);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static void ICall_RenderToTexture_Setup(RenderToTexture self,int width,int height,int pixelFormat
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, uint flag, ref Vector4 color, bool useDepth
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,float screenRatio,int antiAliasQuality,int texLeft,int texRight,int texTop,int texBottom);
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[MethodImplAttribute(MethodImplOptions.InternalCall)]
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extern private static IntPtr ICall_RenderToTexture_GetTextureHandlePtr(RenderToTexture self);
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}
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}
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