using System;
using System.Runtime.InteropServices;
using Valve.VR;
public class GLTextureWriter : IDisposable
{
private uint _textureId;
private readonly int _width, _height;
private byte[] _buffer;
// OpenGL P/Invoke declarations
[DllImport("libGL.so.1", EntryPoint = "glGenTextures")]
private static extern void glGenTextures(int n, out uint textures);
[DllImport("libGL.so.1", EntryPoint = "glBindTexture")]
private static extern void glBindTexture(uint target, uint texture);
[DllImport("libGL.so.1", EntryPoint = "glTexParameteri")]
private static extern void glTexParameteri(uint target, uint pname, int param);
[DllImport("libGL.so.1", EntryPoint = "glTexImage2D")]
private static extern void glTexImage2D(uint target, int level, int internalformat, int width, int height, int border, uint format, uint type, IntPtr pixels);
[DllImport("libGL.so.1", EntryPoint = "glTexSubImage2D")]
private static extern void glTexSubImage2D(uint target, int level, int xoffset, int yoffset, int width, int height, uint format, uint type, byte[] pixels);
[DllImport("libGL.so.1", EntryPoint = "glDeleteTextures")]
private static extern void glDeleteTextures(int n, ref uint textures);
// OpenGL constants
private const uint GL_TEXTURE_2D = 0x0DE1;
private const uint GL_TEXTURE_MIN_FILTER = 0x2801;
private const uint GL_TEXTURE_MAG_FILTER = 0x2800;
private const uint GL_TEXTURE_WRAP_S = 0x2802;
private const uint GL_TEXTURE_WRAP_T = 0x2803;
private const uint GL_LINEAR = 0x2601;
private const uint GL_CLAMP_TO_EDGE = 0x812F;
private const uint GL_RGBA = 0x1908;
private const uint GL_BGRA = 0x80E1;
private const uint GL_UNSIGNED_BYTE = 0x1401;
public GLTextureWriter(int width, int height)
{
_width = width;
_height = height;
_buffer = new byte[width * height * 4]; // 4 bytes per pixel (RGBA)
InitTexture();
}
private void InitTexture()
{
glGenTextures(1, out _textureId);
glBindTexture(GL_TEXTURE_2D, _textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (int)GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (int)GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (int)GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (int)GL_CLAMP_TO_EDGE);
// Allocate texture storage with no initial data.
glTexImage2D(GL_TEXTURE_2D, 0, (int)GL_RGBA, _width, _height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, IntPtr.Zero);
}
///
/// Copies image data into the internal buffer.
///
public void WriteImageToBuffer(byte[] data)
{
if (data.Length != _buffer.Length)
throw new ArgumentException("Data size does not match texture size.");
System.Buffer.BlockCopy(data, 0, _buffer, 0, _buffer.Length);
}
///
/// Updates the OpenGL texture with the current buffer.
///
public void UpdateTexture()
{
glBindTexture(GL_TEXTURE_2D, _textureId);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _width, _height,
GL_BGRA, GL_UNSIGNED_BYTE, _buffer);
}
///
/// Returns a Texture_t structure for use with OpenVR.
///
public Texture_t AsTextureT()
{
return new Texture_t
{
handle = (IntPtr)_textureId,
eType = ETextureType.OpenGL,
eColorSpace = EColorSpace.Auto
};
}
public void Dispose()
{
if (_textureId != 0)
{
glDeleteTextures(1, ref _textureId);
_textureId = 0;
}
}
}