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mirror of https://github.com/raylib-cs/raylib-cs synced 2025-10-13 04:51:53 -04:00
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raylib-cs/Raylib-cs/types/Texture2D.cs
Matorio 75aabd1cc0 Explicit core types and autonomous types. (#304)
* All the "var" variables were changed to explicit types on the raylib class
* "MakeDirectory" overload, and string version of "GetApplicationDirectory" and "GetWorkingDirectory" methods
* Added "Dimensions" property to "Texture2D"
* New overloads for the "LoadFileData" and "SaveFileData" methods
* Raymath's const "NativeLibName" is now referencing to "Raylib.NativeLibName"
* Color constructors are more readable
* Added "Dimensions" property to "Image"
* Changed all the "var" for explicit types on the "Logging" class
* Changed "Int64" for "long" on CBool, and using constructor on the operators instead setting the value manually
* Added indexer to "FilePathLists"
* Changed all "var" for explicit types on "Utf8Buffer"
* New "GetRandomSequence" method overloads in "Raylib.Utils" acepting "int" and "float"
* Added new extension "byte.Lerp"
* Added new extension "Log" for "TraceLogLevel"
* Constructors on Color no longer just truncate the float value, but also round it (+ 0.5f)
* New static method on Color, "Color.Lerp"
* Added static method "FromHSV" to Color
* Added new getter method "GetHSV" on Color
* Added index security on the FilePathList indexer
* Added Rectangle extension
* Added "MoveTowards" extensions to RaylibExtensions
* Added "TranslateLocal" and "TranslateGlobal" to Transform
* Removed unnecessary "partial" declarations
* Updating calls and docs
* Moved the "AudioCallback" delegate into the "AudioMixed.cs" File
* Properties and structs marked as read-only on the "Model.cs" file
* Updated the "README.md" to mentions Raylib-cs targets net6.0 and net8.0 (and also explicitly added that the
"STAThread" attribute comes from the "System" namespace)
* Added a few sizing utils to "Rectangle"
* Added "GetScreenCenter" to "Raylib.Utils"
2025-09-21 09:09:38 +01:00

138 lines
2.7 KiB
C#

using System.Runtime.InteropServices;
using System.Numerics;
namespace Raylib_cs;
/// <summary>
/// Texture parameters: filter mode<br/>
/// NOTE 1: Filtering considers mipmaps if available in the texture<br/>
/// NOTE 2: Filter is accordingly set for minification and magnification
/// </summary>
public enum TextureFilter
{
/// <summary>
/// No filter, just pixel aproximation
/// </summary>
Point = 0,
/// <summary>
/// Linear filtering
/// </summary>
Bilinear,
/// <summary>
/// Trilinear filtering (linear with mipmaps)
/// </summary>
Trilinear,
/// <summary>
/// Anisotropic filtering 4x
/// </summary>
Anisotropic4X,
/// <summary>
/// Anisotropic filtering 8x
/// </summary>
Anisotropic8X,
/// <summary>
/// Anisotropic filtering 16x
/// </summary>
Anisotropic16X,
}
/// <summary>
/// Texture parameters: wrap mode
/// </summary>
public enum TextureWrap
{
/// <summary>
/// Repeats texture in tiled mode
/// </summary>
Repeat = 0,
/// <summary>
/// Clamps texture to edge pixel in tiled mode
/// </summary>
Clamp,
/// <summary>
/// Mirrors and repeats the texture in tiled mode
/// </summary>
MirrorRepeat,
/// <summary>
/// Mirrors and clamps to border the texture in tiled mode
/// </summary>
MirrorClamp
}
/// <summary>
/// Cubemap layouts
/// </summary>
public enum CubemapLayout
{
/// <summary>
/// Automatically detect layout type
/// </summary>
AutoDetect = 0,
/// <summary>
/// Layout is defined by a vertical line with faces
/// </summary>
LineVertical,
/// <summary>
/// Layout is defined by a horizontal line with faces
/// </summary>
LineHorizontal,
/// <summary>
/// Layout is defined by a 3x4 cross with cubemap faces
/// </summary>
CrossThreeByFour,
/// <summary>
/// Layout is defined by a 4x3 cross with cubemap faces
/// </summary>
CrossFourByThree
}
/// <summary>
/// Texture2D type<br/>
/// NOTE: Data stored in GPU memory
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct Texture2D
{
/// <summary>
/// OpenGL texture id
/// </summary>
public uint Id;
/// <summary>
/// Texture base width
/// </summary>
public int Width;
/// <summary>
/// Texture base height
/// </summary>
public int Height;
/// <summary>
/// Mipmap levels, 1 by default
/// </summary>
public int Mipmaps;
/// <summary>
/// Data format (PixelFormat type)
/// </summary>
public PixelFormat Format;
/// <summary>
/// Get width and height packed in a Vector2
/// </summary>
public readonly Vector2 Dimensions => new Vector2(Width, Height);
}