65f654b622d2c275b06904680eb1729596e592dd
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 return new AbsoluteSubtexture(self, left
.to_f
, top
.to_f
, width
.to_f
, height
.to_f
)
86 # Offset of the left border on `root` from 0.0 to 1.0
87 fun offset_left
: Float do return 0.0
89 # Offset of the top border on `root` from 0.0 to 1.0
90 fun offset_top
: Float do return 0.0
92 # Offset of the right border on `root` from 0.0 to 1.0
93 fun offset_right
: Float do return 1.0
95 # Offset of the bottom border on `root` from 0.0 to 1.0
96 fun offset_bottom
: Float do return 1.0
98 # Should this texture be drawn pixelated when magnified? otherwise it is interpolated
100 # This setting affects all the textures based on the same pixel data, or `root`.
102 # Must be set after a successful call to `load`.
103 fun pixelated
=(pixelated
: Bool)
105 if root
.gl_texture
== -1 then return
107 # TODO do not modify `root` by using *sampler objects* in glesv3
108 glBindTexture
(gl_TEXTURE_2D
, root
.gl_texture
)
110 var param
= if pixelated
then gl_NEAREST
else gl_LINEAR
111 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MAG_FILTER
, param
)
115 # Colorful small texture of 32x32 pixels by default
119 # Width and height in pixels, defaults to 32
120 var size
= 32 is optional
122 redef fun load
(force
)
124 if gl_texture
!= -1 then return
130 # Custom texture with pixel values filled programmatically
132 # At creation, the texture is composed of `width` by `height` (rounded down)
133 # transparent pixels. The pixels value can be set using `[]=`.
136 # # Build a texture with 4 colors
137 # var tex = new CustomTexture(2.0, 2.0)
138 # tex[0, 0] = [1.0, 0.0, 0.0] # Red
139 # tex[0, 1] = [0.0, 1.0, 0.0] # Green
140 # tex[1, 0] = [0.0, 0.0, 1.0] # Blue
141 # tex[1, 1] = [1.0, 1.0, 1.0, 0.5] # Transparent white
150 private var cpixels
= new CByteArray(4*width
.to_i
*height
.to_i
) is lazy
152 # Set the `color` of the pixel at `x`, `y` (from the top-left corner)
154 # The argument `color` should be an array of up to 4 floats (RGBA).
155 # If `color` has less than 4 items, the missing items are replaced by 1.0.
157 # Require: `not loaded and x < width.to_i and y < height.to_i`
158 fun []=(x
, y
: Int, color
: Array[Float])
160 assert not loaded
else print_error
"{class_name}::[]= already loaded"
161 assert x
< width
.to_i
and y
< height
.to_i
else print_error
"{class_name}::[] out of bounds"
163 # Simple conversion from [0.0..1.0] to [0..255]
164 var bytes
= [for c
in color
do (c
*255.0).round
.to_i
.clamp
(0, 255).to_bytes
.last
]
165 while bytes
.length
< 4 do bytes
.add
255u8
167 var offset
= 4*(x
+ y
*width
.to_i
)
168 for i
in [0..4[ do cpixels
[offset
+i
] = bytes
[i
]
171 # Overwrite all pixels with `color`
173 # The argument `color` should be an array of up to 4 floats (RGBA).
174 # If `color` has less than 4 items, the missing items are replaced by 1.0.
176 # Require: `not loaded`
177 fun fill
(color
: Array[Float])
179 assert not loaded
else print_error
"{class_name}::fill already loaded"
181 # Simple conversion from [0.0..1.0] to [0..255]
182 var bytes
= [for c
in color
do (c
*255.0).round
.to_i
.clamp
(0, 255).to_bytes
.last
]
183 while bytes
.length
< 4 do bytes
.add
255u8
186 for x
in [0..width
.to_i
[ do
187 for y
in [0..height
.to_i
[ do
188 for j
in [0..4[ do cpixels
[i
+j
] = bytes
[j
]
194 redef fun load
(force
)
196 if loaded
then return
198 # Round down the desired dimension
199 var width
= width
.to_i
200 var height
= height
.to_i
201 self.width
= width
.to_f
202 self.height
= height
.to_f
204 load_from_pixels
(cpixels
.native_array
, width
, height
, gl_RGBA
)
211 # Texture with its own pixels
215 redef fun root
do return self
217 # Has this texture been loaded yet?
220 redef var gl_texture
= -1
222 init do all_root_textures
.add
self
224 private fun load_from_pixels
(pixels
: Pointer, width
, height
: Int, format
: GLPixelFormat)
226 var max_texture_size
= glGetIntegerv
(gl_MAX_TEXTURE_SIZE
, 0)
227 if width
> max_texture_size
or height
> max_texture_size
then
228 error
= new Error("Texture {self} width or height is over the GL_MAX_TEXTURE_SIZE of {max_texture_size}")
232 glPixelStorei
(gl_UNPACK_ALIGNEMENT
, 1)
233 var tex
= glGenTextures
(1)[0]
236 glBindTexture
(gl_TEXTURE_2D
, tex
)
237 glTexImage2D
(gl_TEXTURE_2D
, 0, format
, width
, height
, 0, format
, gl_UNSIGNED_BYTE
, pixels
)
239 glHint
(gl_GENERATE_MIPMAP_HINT
, gl_NICEST
)
240 glGenerateMipmap
(gl_TEXTURE_2D
)
243 private fun load_checker
(size
: Int)
245 var cpixels
= new CByteArray(3*size
*size
)
248 for x
in [0..size
[ do
249 var quadrant_x
= if x
< size
/2 then 0 else 1
250 for y
in [0..size
[ do
251 var quadrant_y
= if y
< size
/2 then 0 else 1
252 var color
= if quadrant_x
== quadrant_y
then
253 [0u8
, 0u8
, 0u8
, 255u8
]
254 else [255u8
, 255u8
, 255u8
, 255u8
]
256 for j
in [0..3[ do cpixels
[i
+j
] = color
[j
]
263 load_from_pixels
(cpixels
.native_array
, size
, size
, gl_RGB
)
268 # Has this resource been deleted?
271 # Delete this texture and free all its resources
273 # Use caution with this service as the subtextures may rely on the deleted data.
276 if deleted
or not loaded
then return
282 # Texture loaded from the assets folder
286 # Path to this texture within the `assets` folder
289 redef fun load
(force
)
291 if loaded
and force
!= true then return
295 # If no pixel data was loaded, load the pixel default texture
296 if gl_texture
== -1 then load_checker
32
301 # Partially load this texture from platform-specific features
303 # This method should fill `width`, `height` and `pixels`.
304 private fun load_from_platform
is abstract
306 redef fun to_s
do return "<{class_name} path:{path}>"
309 # Texture derived from another texture, does not own its pixels
310 abstract class Subtexture
313 # Parent texture, from which this texture was created
316 redef var root
= parent
.root
is lateinit
318 redef fun load
(force
) do root
.load
(force
)
321 # Subtexture created from pixel coordinates within `parent`
322 class AbsoluteSubtexture
325 # Left border of this texture relative to `parent`
328 # Top border of this texture relative to `parent`
331 private fun set_wh
(width
, height
: Float)
337 redef var offset_left
= parent
.offset_left
+ left
/ root
.width
is lazy
338 redef var offset_top
= parent
.offset_top
+ top
/ root
.height
is lazy
339 redef var offset_right
= offset_left
+ width
/ root
.width
is lazy
340 redef var offset_bottom
= offset_top
+ height
/ root
.height
is lazy
343 # Subtexture created from relative coordinates ([0..1]) out of the `root` texture
344 class RelativeSubtexture
347 redef var offset_left
349 redef var offset_right
350 redef var offset_bottom
352 redef fun width
do return root
.width
* (offset_right
- offset_left
)
353 redef fun height
do return root
.height
* (offset_bottom
- offset_top
)
357 # All declared root textures
358 var all_root_textures
= new TextureSet
363 super HashSet[Texture]
365 # Load all texture of this set
366 fun load_all
do for t
in self do t
.load