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 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280
#![allow(
clippy::too_many_arguments,
clippy::let_and_return,
clippy::from_over_into
)]
use super::{Bitmap, Context, PixelFormat, Texture, TextureLoader};
use std::{fmt, ptr};
// @extends Object, @implements Texture;
pub struct Texture3D {
// Texture _parent;
// The internal format of the texture represented as a
// PixelFormat */
// PixelFormat internal_format;
// int depth;
// Bool auto_mipmap;
// Bool mipmaps_dirty;
// TODO: factor out these OpenGL specific members into some form
// of driver private state. */
// The internal format of the GL texture represented as a GL enum */
// GLenum gl_format;
// The texture object number */
// GLuint gl_texture;
// GLenum gl_legacy_texobj_min_filter;
// GLenum gl_legacy_texobj_mag_filter;
// GLint gl_legacy_texobj_wrap_mode_s;
// GLint gl_legacy_texobj_wrap_mode_t;
// GLint gl_legacy_texobj_wrap_mode_p;
// TexturePixel first_pixel;
}
impl Texture3D {
// texture_3d_new_from_bitmap:
// @bitmap: A #Bitmap object::
// @height: height of the texture in pixels.
// @depth: depth of the texture in pixels.
//
// Creates a low-level 3D texture and initializes it with the images
// in @bitmap. The images are assumed to be packed together after one
// another in the increasing y axis. The height of individual image is
// given as @height and the number of images is given in @depth. The
// actual height of the bitmap can be larger than @height × @depth. In
// this case it assumes there is padding between the images.
//
// The storage for the texture is not allocated before this function
// returns. You can call texture_allocate() to explicitly
// allocate the underlying storage or preferably let
// automatically allocate storage lazily when it may know more about
// how the texture is going to be used and can optimize how it is
// allocated.
//
// The texture is still configurable until it has been allocated so
// for example you can influence the internal format of the texture
// using texture_set_components() and
// texture_set_premultiplied().
//
// This texture will fail to allocate later if
// %FEATURE_ID_TEXTURE_3D is not advertised. Allocation can also
// fail if the requested dimensions are not supported by the
// GPU.
//
// Return value: (transfer full): a newly created #Texture3D
// Since: 2.0
// Stability: unstable
pub fn from_bitmap(bitmap: &Bitmap, height: u32, depth: u32) -> Texture3D {
// _RETURN_VAL_IF_FAIL (bmp, NULL);
let loader = TextureLoader::Bitmap {
bitmap: bitmap.clone(),
can_convert_in_place: false, // TODO add api for this
depth,
height,
};
Self::create_base(
&Context::global(),
bitmap.width(),
height,
depth,
bitmap.format(),
&loader,
)
}
// texture_3d_new_from_data:
// @context: a #Context
// @width: width of the texture in pixels.
// @height: height of the texture in pixels.
// @depth: depth of the texture in pixels.
// @format: the #PixelFormat the buffer is stored in in RAM
// @rowstride: the memory offset in bytes between the starts of
// scanlines in @data or 0 to infer it from the width and format
// @image_stride: the number of bytes from one image to the next. This
// can be used to add padding between the images in a similar way
// that the rowstride can be used to add padding between
// rows. Alternatively 0 can be passed to infer the @image_stride
// from the @height.
// @data: pointer the memory region where the source buffer resides
// @error: A Error return location.
//
// Creates a low-level 3D texture and initializes it with @data. The
// data is assumed to be packed array of @depth images. There can be
// padding between the images using @image_stride.
//
// This api will always immediately allocate GPU memory for the
// texture and upload the given data so that the @data pointer does
// not need to remain valid once this fn returns. This means it
// is not possible to configure the texture before it is allocated. If
// you do need to configure the texture before allocation (to specify
// constraints on the internal format for example) then you can
// instead create a #Bitmap for your data and use
// texture_3d_new_from_bitmap().
//
// Return value: (transfer full): the newly created #Texture3D or
// %NULL if there was an error and an exception will be
// returned through @error.
// Since: 1.10
// Stability: Unstable
pub fn from_data(
context: &Context,
width: u32,
height: u32,
depth: u32,
format: PixelFormat,
rowstride: u32,
image_stride: u32,
data: &[u8],
) -> Texture3D {
// Bitmap *bitmap;
// Texture3D *ret;
// _RETURN_VAL_IF_FAIL (data, NULL);
// _RETURN_VAL_IF_FAIL (format != PIXEL_FORMAT_ANY, NULL);
// Rowstride from width if not given
let rowstride = match rowstride {
0 => width * format.bytes_per_pixel(),
_ => rowstride,
};
// Image stride from height and rowstride if not given
// if (image_stride == 0)
// image_stride = height * rowstride;
// if (image_stride < rowstride * height)
// return NULL;
// GL doesn't support uploading when the image_stride isn't a
// multiple of the rowstride. If this happens we'll just pack the
// image into a new bitmap. The documentation for this function
// recommends avoiding this situation.
// if (image_stride % rowstride != 0)
// {
// uint8_t *bmp_data;
// int bmp_rowstride;
// int z, y;
// bitmap = _bitmap_new_with_malloc_buffer (context,
// width,
// depth * height,
// format,
// error);
// if (!bitmap)
// return NULL;
// bmp_data = _bitmap_map (bitmap,
// BUFFER_ACCESS_WRITE,
// BUFFER_MAP_HINT_DISCARD,
// error);
// if (bmp_data == NULL)
// {
// object_unref (bitmap);
// return NULL;
// }
// bmp_rowstride = bitmap_get_rowstride (bitmap);
// /* Copy all of the images in */
// for (z = 0; z < depth; z++)
// for (y = 0; y < height; y++)
// memcpy (bmp_data + (z * bmp_rowstride * height +
// bmp_rowstride * y),
// data + z * image_stride + rowstride * y,
// bmp_rowstride);
// _bitmap_unmap (bitmap);
// } else {
// bitmap = bitmap_new_for_data (context,
// width,
// image_stride / rowstride * depth,
// format,
// rowstride,
// (uint8_t *) data);
// }
// ret = texture_3d_new_from_bitmap (bitmap,
// height,
// depth);
// object_unref (bitmap);
// if ret && !texture_allocate (TEXTURE (ret), error) {
// object_unref (ret);
// return NULL;
// }
// return ret;
unimplemented!()
}
// texture_3d_new_with_size:
// @context: a #Context
// @width: width of the texture in pixels.
// @height: height of the texture in pixels.
// @depth: depth of the texture in pixels.
//
// Creates a low-level #Texture3D texture with the specified
// dimensions and pixel format.
//
// The storage for the texture is not allocated before this function
// returns. You can call texture_allocate() to explicitly
// allocate the underlying storage or preferably let
// automatically allocate storage lazily when it may know more about
// how the texture is going to be used and can optimize how it is
// allocated.
//
// The texture is still configurable until it has been allocated so
// for example you can influence the internal format of the texture
// using texture_set_components() and
// texture_set_premultiplied().
//
// This texture will fail to allocate later if
// %FEATURE_ID_TEXTURE_3D is not advertised. Allocation can also
// fail if the requested dimensions are not supported by the
// GPU.
//
// Returns: (transfer full): A new #Texture3D object with no storage yet allocated.
// Since: 1.10
// Stability: Unstable
pub fn with_size(context: &Context, width: u32, height: u32, depth: u32) -> Texture3D {
let loader = TextureLoader::Sized {
depth,
width,
height,
};
Self::create_base(
context,
width,
height,
depth,
PixelFormat::Rgba8888Pre,
&loader,
)
}
fn create_base(
context: &Context,
width: u32,
height: u32,
depth: u32,
internal_format: PixelFormat,
loader: &TextureLoader,
) -> Self {
unimplemented!()
}
}
impl fmt::Display for Texture3D {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "Texture3D")
}
}