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; } } }