271e688c3f5181e02def47e182180594b0a5ec70
1 # This file is part of NIT ( http://www.nitlanguage.org ).
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
7 # http://www.apache.org/licenses/LICENSE-2.0
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.
15 # Load textures, create subtextures and manage their life-cycle
20 # Texture composed of pixels, loaded from the assets folder by default
22 # Most textures should be created with `App` (as attributes)
23 # for the method `on_create` to load them.
29 # # Create the texture object, it will be loaded automatically
30 # var texture = new Texture("path/in/assets.png")
32 # redef fun on_create()
34 # # Let `on_create` load the texture
38 # var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0))
39 # app.sprites.add sprite
44 # Otherwise, they can be loaded and error checked explicitly after `on_create`.
47 # var texture = new Texture("path/in/assets.png")
49 # var error = texture.error
50 # if error != null then print_error error
53 # A texture may also be created programmatically, like `CheckerTexture`,
54 # or derived from another texture, using `subtexture`.
55 # Textures with actual pixel data (not `Subtexture`) are `RootTexture`.
56 # Texture loaded from the assets folder may in the PNG or JPG formats.
57 abstract class Texture
59 # Prepare a texture located at `path` within the `assets` folder
60 new (path
: Text) do return new TextureAsset(path
.to_s
)
62 # Root texture from which `self` is derived
63 fun root
: RootTexture is abstract
65 # Width in pixels of this texture
68 # Height in pixels of this texture
71 # Load this texture, force reloading it if `force`
72 fun load
(force
: nullable Bool) do end
74 # Last error on this texture
75 var error
: nullable Error = null
77 # OpenGL handle to this texture
78 fun gl_texture
: Int do return root
.gl_texture
80 # Prepare a subtexture from this texture, from the given pixel offsets
81 fun subtexture
(left
, top
, width
, height
: Numeric): Subtexture
83 # Setup the subtexture
84 var subtex
= new Subtexture(root
, self, left
.to_f
, top
.to_f
, width
.to_f
, height
.to_f
)
88 # Offset of the left border on `root` from 0.0 to 1.0
89 fun offset_left
: Float do return 0.0
91 # Offset of the top border on `root` from 0.0 to 1.0
92 fun offset_top
: Float do return 0.0
94 # Offset of the right border on `root` from 0.0 to 1.0
95 fun offset_right
: Float do return 1.0
97 # Offset of the bottom border on `root` from 0.0 to 1.0
98 fun offset_bottom
: Float do return 1.0
101 # Colorful small texture of 32x32 pixels by default
105 # Width and height in pixels, defaults to 32
106 var size
= 32 is optional
108 redef fun load
(force
)
110 if gl_texture
!= -1 then return
116 # Custom texture with pixel values filled programmatically
118 # At creation, the texture is composed of `width` by `height` (rounded down)
119 # transparent pixels. The pixels value can be set using `[]=`.
122 # # Build a texture with 4 colors
123 # var tex = new CustomTexture(2.0, 2.0)
124 # tex[0, 0] = [1.0, 0.0, 0.0] # Red
125 # tex[0, 1] = [0.0, 1.0, 0.0] # Green
126 # tex[1, 0] = [0.0, 0.0, 1.0] # Blue
127 # tex[1, 1] = [1.0, 1.0, 1.0, 0.5] # Transparent white
136 private var cpixels
= new CByteArray(4*width
.to_i
*height
.to_i
) is lazy
138 # Set the `color` of the pixel at `x`, `y` (from the top-left corner)
140 # The argument `color` should be an array of up to 4 floats (RGBA).
141 # If `color` has less than 4 items, the missing items are replaced by 1.0.
143 # Require: `not loaded and x < width.to_i and y < height.to_i`
144 fun []=(x
, y
: Int, color
: Array[Float])
146 assert not loaded
else print_error
"{class_name}::[]= already loaded"
147 assert x
< width
.to_i
and y
< height
.to_i
else print_error
"{class_name}::[] out of bounds"
149 # Simple conversion from [0.0..1.0] to [0..255]
150 var bytes
= [for c
in color
do (c
*255.0).round
.to_i
.clamp
(0, 255).to_bytes
.last
]
151 while bytes
.length
< 4 do bytes
.add
255u8
153 var offset
= 4*(x
+ y
*width
.to_i
)
154 for i
in [0..4[ do cpixels
[offset
+i
] = bytes
[i
]
157 redef fun load
(force
)
159 if loaded
then return
161 # Round down the desired dimension
162 var width
= width
.to_i
163 var height
= height
.to_i
164 self.width
= width
.to_f
165 self.height
= height
.to_f
167 load_from_pixels
(cpixels
.native_array
, width
, height
, gl_RGBA
)
174 # Texture with its own pixels
178 redef fun root
do return self
180 # Has this texture been loaded yet?
183 redef var gl_texture
= -1
185 init do all_root_textures
.add
self
187 private fun load_from_pixels
(pixels
: Pointer, width
, height
: Int, format
: GLPixelFormat)
189 var max_texture_size
= glGetIntegerv
(gl_MAX_TEXTURE_SIZE
, 0)
190 if width
> max_texture_size
or height
> max_texture_size
then
191 error
= new Error("Texture {self} width or height is over the GL_MAX_TEXTURE_SIZE of {max_texture_size}")
195 glPixelStorei
(gl_UNPACK_ALIGNEMENT
, 1)
196 var tex
= glGenTextures
(1)[0]
199 glBindTexture
(gl_TEXTURE_2D
, tex
)
200 glTexImage2D
(gl_TEXTURE_2D
, 0, format
, width
, height
, 0, format
, gl_UNSIGNED_BYTE
, pixels
)
202 glHint
(gl_GENERATE_MIPMAP_HINT
, gl_NICEST
)
203 glGenerateMipmap
(gl_TEXTURE_2D
)
206 private fun load_checker
(size
: Int)
208 var cpixels
= new CByteArray(3*size
*size
)
211 for x
in [0..size
[ do
212 var quadrant_x
= if x
< size
/2 then 0 else 1
213 for y
in [0..size
[ do
214 var quadrant_y
= if y
< size
/2 then 0 else 1
215 var color
= if quadrant_x
== quadrant_y
then
216 [0u8
, 0u8
, 0u8
, 255u8
]
217 else [255u8
, 255u8
, 255u8
, 255u8
]
219 for j
in [0..3[ do cpixels
[i
+j
] = color
[j
]
226 load_from_pixels
(cpixels
.native_array
, size
, size
, gl_RGB
)
231 # Set whether this texture should be pixelated when drawn, otherwise it is interpolated
232 fun pixelated
=(pixelated
: Bool)
234 # TODO this service could be made available in `Texture` when using
235 # the kind of texture wrapper of gles v2 or maybe 3
237 glBindTexture
(gl_TEXTURE_2D
, gl_texture
)
239 var param
= if pixelated
then gl_NEAREST
else gl_LINEAR
240 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MAG_FILTER
, param
)
243 # Has this resource been deleted?
246 # Delete this texture and free all its resources
248 # Use caution with this service as the subtextures may rely on the deleted data.
251 if deleted
or not loaded
then return
257 # Texture loaded from the assets folder
261 # Path to this texture within the `assets` folder
264 redef fun load
(force
)
266 if loaded
and force
!= true then return
270 # If no pixel data was loaded, load the pixel default texture
271 if gl_texture
== -1 then load_checker
32
276 # Partially load this texture from platform-specific features
278 # This method should fill `width`, `height` and `pixels`.
279 private fun load_from_platform
is abstract
281 redef fun to_s
do return "<{class_name} path:{path}>"
284 # Texture derived from another texture, does not own its pixels
290 # Parent texture, from which this texture was created
293 # Left border of this texture compared to `parent`
296 # Top border of this texture compared to `parent`
299 private fun set_wh
(width
, height
: Float)
305 redef fun load
(force
) do root
.load
(force
)
307 redef var offset_left
= parent
.offset_left
+ left
/ root
.width
is lazy
308 redef var offset_top
= parent
.offset_top
+ top
/ root
.height
is lazy
309 redef var offset_right
= offset_left
+ width
/ root
.width
is lazy
310 redef var offset_bottom
= offset_top
+ height
/ root
.height
is lazy
314 # All declared root textures
315 var all_root_textures
= new TextureSet
320 super HashSet[Texture]
322 # Load all texture of this set
323 fun load_all
do for t
in self do t
.load