Rename CTexture to CTextureRef to reflect it is only a reference
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#region license
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// This file is part of Vocaluxe.
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//
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// Vocaluxe is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Vocaluxe is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Vocaluxe. If not, see <http://www.gnu.org/licenses/>.
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#endregion
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using System.Drawing;
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namespace VocaluxeLib.Draw
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{
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/// <summary>
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/// Reference to a texture in the drawing driver
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/// </summary>
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public class CTextureRef
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{
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public readonly int ID;
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public string TexturePath = "";
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/// <summary>
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/// Size of original image (e.g. of bmp)
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/// </summary>
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public Size OrigSize;
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public float OrigAspect
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{
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get { return (float)OrigSize.Width / OrigSize.Height; }
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}
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private Size _DataSize;
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/// <summary>
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/// Size of data used (mostly equal to OrigSize but due to resizing this might change)
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/// </summary>
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public Size DataSize
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{
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get { return _DataSize; }
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set
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{
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_DataSize = value;
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_CalcRatios();
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}
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}
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/// <summary>
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/// Current size when drawn
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/// </summary>
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public SRectF Rect;
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public SColorF Color = new SColorF(1f, 1f, 1f, 1f);
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private int _W2, _H2;
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/// <summary>
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/// Internal texture width (on device), a power of 2 if necessary
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/// </summary>
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public int W2
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{
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get { return _W2; }
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set
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{
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_W2 = value;
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_CalcRatios();
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}
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}
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/// <summary>
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/// Internal texture height (on device), a power of 2 if necessary
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/// </summary>
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public int H2
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{
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get { return _H2; }
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set
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{
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_H2 = value;
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_CalcRatios();
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}
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}
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/// <summary>
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/// Internal use. Specifies which part of texture memory is actually used
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/// </summary>
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public float WidthRatio { get; private set; }
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/// <summary>
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/// Internal use. Specifies which part of texture memory is actually used
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/// </summary>
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public float HeightRatio { get; private set; }
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/// <summary>
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/// Creates a new texture reference
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/// </summary>
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/// <param name="id">ID of the texture</param>
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/// <param name="origSize">Original size (Bitmap size)</param>
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/// <param name="dataSize">Size of the data used</param>
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/// <param name="texWidth">Width in video memory</param>
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/// <param name="texHeight">Height in video memory</param>
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public CTextureRef(int id, Size origSize, Size dataSize, int texWidth = 0, int texHeight = 0)
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{
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ID = id;
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_DataSize = dataSize;
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OrigSize = origSize;
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_W2 = (texWidth > 0) ? texWidth : dataSize.Width;
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_H2 = (texHeight > 0) ? texHeight : dataSize.Height;
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Rect = new SRectF(0f, 0f, origSize.Width, origSize.Height, 0f);
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_CalcRatios();
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}
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private void _CalcRatios()
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{
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// OpenGL has a problem with partial (NPOT) textures, so we remove 1 pixel
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if (_DataSize.Width == _W2)
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WidthRatio = 1f;
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else
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{
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int mod = 0;
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if (_DataSize.Width > 1)
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mod = -1;
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WidthRatio = (float)(_DataSize.Width + mod) / _W2;
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}
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if (_DataSize.Height == _H2)
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WidthRatio = 1f;
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else
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{
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int mod = 0;
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if (_DataSize.Height > 1)
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mod = -1;
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HeightRatio = (float)(_DataSize.Height + mod) / _H2;
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}
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}
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}
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}
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