1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93
|
#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 OpenTK.Graphics.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 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)
{
//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;
}
}
}
|