File: RenderTarget2D.cs

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#region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
// 
// All rights reserved.
// 
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
// 
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under 
// U.S. copyright law.
// 
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
// 
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
// 
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, 
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution 
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including 
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object 
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
#endregion License

using System;

using MonoMac.OpenGL;

namespace Microsoft.Xna.Framework.Graphics
{
	// modified to inherit directly from Texture2D as per
	// http://blogs.msdn.com/b/shawnhar/archive/2010/03/26/rendertarget-changes-in-xna-game-studio-4-0.aspx
	// 	and
	// http://msdn.microsoft.com/en-us/library/bb198676.aspx
	//
	public class RenderTarget2D : Texture2D
	{

		public RenderTargetUsage RenderTargetUsage { get; internal set; }
		public DepthFormat DepthStencilFormat { get; internal set; }
		
		public RenderTarget2D (GraphicsDevice graphicsDevice, int width, int height)
			: this(graphicsDevice, width, height, false, SurfaceFormat.Color, DepthFormat.None) 
		{}
		
		public RenderTarget2D (GraphicsDevice graphicsDevice, int width, int height, bool mipMap, 
			SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat)
			:this (graphicsDevice, width, height, mipMap, preferredFormat, 
				DepthFormat.None, 0, RenderTargetUsage.PreserveContents) 
		{}
		
		public RenderTarget2D (GraphicsDevice graphicsDevice, int width, int height, bool mipMap, 
			SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
			:base (graphicsDevice, width, height, mipMap, preferredFormat)
		{
			RenderTargetUsage = usage;
			DepthStencilFormat = preferredDepthFormat;
			//allocateOpenGLTexture();
		}
		
		private void allocateOpenGLTexture() 
		{
			// modeled after this
			// http://steinsoft.net/index.php?site=Programming/Code%20Snippets/OpenGL/no9
			
			// Allocate the space needed for the texture
			GL.BindTexture (TextureTarget.Texture2D, this._textureId);
			
			// it seems like we do not need to allocate any buffer space
			//byte[] data = new byte[_width * _height * 4];
			// Use offset instead of pointer to indictate that we want to use data copied from a PBO 
			//GL.TexImage2D (TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, _width, _height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, data);
			GL.TexImage2D (TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, _width, _height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
			
			GL.BindTexture (TextureTarget.Texture2D, 0);
			//data = null;

		}


	}
}