lib/gamnit: fix offsets in textures to be lazy
[nit.git] / lib / gamnit / textures.nit
1 # This file is part of NIT ( http://www.nitlanguage.org ).
2 #
3 # Licensed under the Apache License, Version 2.0 (the "License");
4 # you may not use this file except in compliance with the License.
5 # You may obtain a copy of the License at
6 #
7 # http://www.apache.org/licenses/LICENSE-2.0
8 #
9 # Unless required by applicable law or agreed to in writing, software
10 # distributed under the License is distributed on an "AS IS" BASIS,
11 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 # See the License for the specific language governing permissions and
13 # limitations under the License.
14
15 # Services to load textures, create subtextures and manage their life-cycle
16 module textures
17
18 import display
19
20 # Abstract gamnit texture
21 abstract class Texture
22
23 # Prepare a texture located at `path` within the `assets` folder
24 new (path: Text) do return new GamnitAssetTexture(path.to_s)
25
26 # Prepare and load a colorful small texture of 2x2 pixels
27 new checker
28 do
29 var pixels = [0xFFu8, 0x00u8, 0x00u8,
30 0x00u8, 0xFFu8, 0x00u8,
31 0x00u8, 0x00u8, 0xFFu8,
32 0xFFu8, 0xFFu8, 0xFFu8]
33 var cpixels = new CByteArray.from(pixels)
34
35 var tex = new GamnitRootTexture
36 tex.width = 2.0
37 tex.height = 2.0
38 tex.load_from_pixels(cpixels.native_array, 2, 2, gl_RGB)
39
40 cpixels.destroy
41 return tex
42 end
43
44 # Root texture of which `self` is derived
45 fun root: GamnitRootTexture is abstract
46
47 # Width in pixels of this texture
48 var width = 0.0
49
50 # Height in pixels of this texture
51 var height = 0.0
52
53 # Load this texture, force reloading it if `force`
54 fun load(force: nullable Bool) do end
55
56 # Last error on this texture
57 var error: nullable Error = null
58
59 # OpenGL handle to this texture
60 var gl_texture: Int is noinit
61
62 # Prepare a subtexture from this texture
63 fun subtexture(left, top, width, height: Numeric): GamnitSubtexture
64 do
65 # Setup the subtexture
66 var subtex = new GamnitSubtexture(root, self, left.to_f, top.to_f, width.to_f, height.to_f)
67 return subtex
68 end
69
70 fun offset_left: Float do return 0.0
71 fun offset_top: Float do return 0.0
72 fun offset_right: Float do return 1.0
73 fun offset_bottom: Float do return 1.0
74 end
75
76 # Texture with its own pixels
77 class GamnitRootTexture
78 super Texture
79
80 redef fun root do return self
81
82 # Has this texture been loaded yet?
83 var loaded = false
84
85 init do all_root_textures.add self
86
87 private fun load_from_pixels(pixels: Pointer, width, height: Int, format: GLPixelFormat)
88 do
89 var max_texture_size = glGetIntegerv(gl_MAX_TEXTURE_SIZE)
90 if width > max_texture_size or height > max_texture_size then
91 error = new Error("Texture {self} width or height is over the GL_MAX_TEXTURE_SIZE of {max_texture_size}")
92 return
93 end
94
95 glPixelStorei(gl_UNPACK_ALIGNEMENT, 1)
96 var tex = glGenTextures(1)[0]
97 gl_texture = tex
98
99 glBindTexture(gl_TEXTURE_2D, tex)
100 glTexImage2D(gl_TEXTURE_2D, 0, format, width, height, 0, format, gl_UNSIGNED_BYTE, pixels)
101
102 # TODO make these settings attributes of the class
103 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_NEAREST)
104 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_NEAREST)
105 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_REPEAT)
106 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_REPEAT)
107
108 glHint(gl_GENERATE_MIPMAP_HINT, gl_NICEST)
109 glGenerateMipmap(gl_TEXTURE_2D)
110 end
111
112 # Has this resource been deleted?
113 var deleted = false
114
115 # Delete this texture and free all its resources
116 #
117 # Use caution with this service as the subtextures may rely on the deleted data.
118 fun delete
119 do
120 if deleted or not loaded then return
121
122 deleted = true
123 end
124 end
125
126 # Texture loaded from the assets folder
127 class GamnitAssetTexture
128 super GamnitRootTexture
129
130 # Path to this texture within the `assets` folder
131 var path: String
132
133 redef fun load(force)
134 do
135 if loaded and force != true then return
136
137 load_from_platform
138
139 loaded = true
140 end
141
142 # Partially load this texture from platform-specific features
143 #
144 # This method should fill `width`, `height` and `pixels`.
145 private fun load_from_platform is abstract
146
147 redef fun to_s do return "<{class_name} path:{path}>"
148 end
149
150 # Texture derived from another texture, does not own its pixels
151 class GamnitSubtexture
152 super Texture
153
154 redef var root
155
156 # Parent texture, from which this texture was created
157 var parent: Texture
158
159 # Left border of this texture compared to `parent`
160 var left: Float
161
162 # Top border of this texture compared to `parent`
163 var top: Float
164
165 private fun set_wh(width, height: Float)
166 is autoinit do
167 self.width = width
168 self.height = height
169 end
170
171 redef fun load(force) do root.load(force)
172
173 redef var offset_left = parent.offset_left + left / root.width is lazy
174 redef var offset_top = parent.offset_top + top / root.height is lazy
175 redef var offset_right = offset_left + width / root.width is lazy
176 redef var offset_bottom = offset_top + height / root.height is lazy
177 end
178
179 redef class Sys
180 private var all_root_textures = new TextureSet
181 end
182
183 # Group of `Texture`
184 class TextureSet
185 super HashSet[Texture]
186
187 # Load all texture of this set
188 fun load_all do for t in self do t.load
189 end