Watch
2
0
Fork
You've already forked raylib-cs
0
raylib-cs/Raylib-cs/types/Texture2D.cs
Matorio 762641e296 Updating calls and docs
Moved the "AudioCallback" delegate into the "AudioMixed.cs" File.
Added a "Update" method to AudioStream.
Added "LoadAnim" static method to Image.
Added a "Update" method to Music.
Explicit constructors on the "Mesh.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).
Changed redundant calls on some "Draw" methods from Texture2D.
2025-07-18 14:02:01 -05:00

256 lines
6.3 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);
public readonly CBool IsValid => Raylib.IsTextureValid(this);
public static Texture2D Load(string fileName)
{
return Raylib.LoadTexture(fileName);
}
public static Texture2D LoadFromImage(Image image)
{
return Raylib.LoadTextureFromImage(image);
}
public static Texture2D LoadFromMemory(string fileType, byte[] fileData)
{
Image img = Raylib.LoadImageFromMemory(fileType, fileData);
Texture2D texture = Raylib.LoadTextureFromImage(img);
Raylib.UnloadImage(img);
return texture;
}
public void Unload()
{
Raylib.UnloadTexture(this);
}
public void SetFilter(TextureFilter filter)
{
Raylib.SetTextureFilter(this, filter);
}
public void SetWrap(TextureWrap wrap)
{
Raylib.SetTextureWrap(this, wrap);
}
public void Update<T>(T[] pixels) where T : unmanaged
{
Raylib.UpdateTexture(this, pixels);
}
public readonly void Draw(int x, int y)
{
Raylib.DrawTexture(this, x, y, Color.White);
}
public readonly void Draw(int x, int y, Color color)
{
Raylib.DrawTexture(this, x, y, color);
}
public readonly void Draw(Vector2 position)
{
Raylib.DrawTextureV(this, position, Color.White);
}
public readonly void Draw(Vector2 position, Color color)
{
Raylib.DrawTextureV(this, position, color);
}
public readonly void Draw(Vector2 position, Vector2 origin)
{
Vector2 size = this.Dimensions;
Rectangle source = new Rectangle(Vector2.Zero, size);
Rectangle target = new Rectangle(position, size);
Raylib.DrawTexturePro(this, source, target, origin, 0, Color.White);
}
public readonly void Draw(Vector2 position, Vector2 origin, Color color)
{
Vector2 size = this.Dimensions;
Rectangle source = new Rectangle(Vector2.Zero, size);
Rectangle target = new Rectangle(position, size);
Raylib.DrawTexturePro(this, source, target, origin, 0, color);
}
public readonly void Draw(Vector2 position, float rotation, float scale)
{
Raylib.DrawTextureEx(this, position, rotation, scale, Color.White);
}
public readonly void Draw(Vector2 position, float rotation, float scale, Color color)
{
Raylib.DrawTextureEx(this, position, rotation, scale, color);
}
public readonly void Draw(Vector2 position, float rotation, Vector2 scale)
{
Draw(position, rotation, scale, Color.White);
}
public readonly void Draw(Vector2 position, float rotation, Vector2 scale, Color color)
{
Vector2 size = this.Dimensions;
Rectangle source = new Rectangle(Vector2.Zero, size);
Rectangle target = new Rectangle(position, size);
target.Size *= scale;
Raylib.DrawTexturePro(this, source, target, Vector2.Zero, rotation, color);
}
public readonly void Draw(Rectangle source, Rectangle dest)
{
Raylib.DrawTexturePro(this, source, dest, Vector2.Zero, 0, Color.White);
}
public readonly void Draw(Rectangle source, Rectangle dest, Vector2 origin)
{
Raylib.DrawTexturePro(this, source, dest, origin, 0, Color.White);
}
public readonly void Draw(Rectangle source, Rectangle dest, Vector2 origin, float rotation)
{
Raylib.DrawTexturePro(this, source, dest, origin, rotation, Color.White);
}
public readonly void Draw(Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color color)
{
Raylib.DrawTexturePro(this, source, dest, origin, rotation, color);
}
}