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 `create_scene` 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 create_scene()
34 # # Let `create_scene` 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 `create_scene`.
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: `x < width.to_i and y < height.to_i`
158 fun []=(x
, y
: Int, color
: Array[Float])
160 assert x
< width
.to_i
and y
< height
.to_i
else print_error
"{class_name}::[] out of bounds"
162 # Simple conversion from [0.0..1.0] to [0..255]
163 var bytes
= [for c
in color
do (c
*255.0).round
.to_i
.clamp
(0, 255).to_bytes
.last
]
164 while bytes
.length
< 4 do bytes
.add
255u8
166 var offset
= 4*(x
+ y
*width
.to_i
)
167 for i
in [0..4[ do cpixels
[offset
+i
] = bytes
[i
]
172 # Overwrite all pixels with `color`, return `self`
174 # The argument `color` should be an array of up to 4 floats (RGBA).
175 # If `color` has less than 4 items, the missing items are replaced by 1.0.
176 fun fill
(color
: Array[Float]): SELF
178 # Simple conversion from [0.0..1.0] to [0..255]
179 var bytes
= [for c
in color
do (c
*255.0).round
.to_i
.clamp
(0, 255).to_bytes
.last
]
180 while bytes
.length
< 4 do bytes
.add
255u8
183 for x
in [0..width
.to_i
[ do
184 for y
in [0..height
.to_i
[ do
185 for j
in [0..4[ do cpixels
[i
+j
] = bytes
[j
]
194 redef fun load
(force
)
196 force
= force
or else false
197 if loaded
and not force
then return
199 if force
and glIsTexture
(gl_texture
) then
200 # Was already loaded, free the previous GL name
201 glDeleteTextures
([gl_texture
])
205 # Round down the desired dimension
206 var width
= width
.to_i
207 var height
= height
.to_i
208 self.width
= width
.to_f
209 self.height
= height
.to_f
211 load_from_pixels
(cpixels
.native_array
, width
, height
, gl_RGBA
)
217 # Texture with its own pixel data
221 redef fun root
do return self
223 # Has this texture been loaded yet?
226 redef var gl_texture
= -1
228 init do all_root_textures
.add
self
230 # Should the pixels RGB values be premultiplied by their alpha value at loading?
232 # All gamnit textures must have premultiplied alpha, it provides a better
233 # alpha blending, avoids artifacts and allows for additive blending.
235 # When at `true`, the default, pixels RGB values are premultiplied
236 # at loading. Set to `false` if pixels RGB values are already
237 # premultiplied in the source data.
239 # This value must be set before calling `load`.
240 var premultiply_alpha
= true is writable
242 private fun load_from_pixels
(pixels
: Pointer, width
, height
: Int, format
: GLPixelFormat)
244 var max_texture_size
= glGetIntegerv
(gl_MAX_TEXTURE_SIZE
, 0)
245 if width
> max_texture_size
then
246 error
= new Error("Texture width larger than gl_MAX_TEXTURE_SIZE ({max_texture_size}) in {self} at {width}")
248 else if height
> max_texture_size
then
249 error
= new Error("Texture height larger than gl_MAX_TEXTURE_SIZE ({max_texture_size}) in {self} at {height}")
254 if premultiply_alpha
and format
== gl_RGBA
then
255 pixels
.premultiply_alpha
(width
, height
)
258 glPixelStorei
(gl_UNPACK_ALIGNEMENT
, 1)
259 var tex
= glGenTextures
(1)[0]
262 glBindTexture
(gl_TEXTURE_2D
, tex
)
263 glTexImage2D
(gl_TEXTURE_2D
, 0, format
, width
, height
, 0, format
, gl_UNSIGNED_BYTE
, pixels
)
265 glHint
(gl_GENERATE_MIPMAP_HINT
, gl_NICEST
)
266 glGenerateMipmap
(gl_TEXTURE_2D
)
267 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MIN_FILTER
, gl_LINEAR_MIPMAP_LINEAR
)
269 glBindTexture
(gl_TEXTURE_2D
, 0)
272 private fun load_checker
(size
: Int)
274 var cpixels
= new CByteArray(3*size
*size
)
277 for x
in [0..size
[ do
278 var quadrant_x
= if x
< size
/2 then 0 else 1
279 for y
in [0..size
[ do
280 var quadrant_y
= if y
< size
/2 then 0 else 1
281 var color
= if quadrant_x
== quadrant_y
then
282 [0u8
, 0u8
, 0u8
, 255u8
]
283 else [255u8
, 255u8
, 255u8
, 255u8
]
285 for j
in [0..3[ do cpixels
[i
+j
] = color
[j
]
292 load_from_pixels
(cpixels
.native_array
, size
, size
, gl_RGB
)
297 # Has this resource been deleted?
300 # Delete this texture and free all its resources
302 # Use caution with this service as the subtextures may rely on the deleted data.
305 if deleted
or not loaded
then return
311 # Texture loaded from the assets folder
315 # Path to this texture within the `assets` folder
318 redef fun load
(force
)
320 if loaded
and force
!= true then return
324 # If no pixel data was loaded, load the pixel default texture
325 if gl_texture
== -1 then load_checker
32
330 # Partially load this texture from platform-specific features
332 # This method should fill `width`, `height` and `pixels`.
333 private fun load_from_platform
is abstract
335 redef fun to_s
do return "<{class_name} path:{path}>"
338 # Texture derived from another texture, does not own its pixels
339 abstract class Subtexture
342 # Parent texture, from which this texture was created
345 redef fun root
do return parent
.root
347 redef fun load
(force
) do root
.load
(force
)
350 # Subtexture created from pixel coordinates within `parent`
351 class AbsoluteSubtexture
354 # Left border of this texture relative to `parent`
357 # Top border of this texture relative to `parent`
360 private fun set_wh
(width
, height
: Float)
366 redef var offset_left
= parent
.offset_left
+ left
/ root
.width
is lazy
367 redef var offset_top
= parent
.offset_top
+ top
/ root
.height
is lazy
368 redef var offset_right
= offset_left
+ width
/ root
.width
is lazy
369 redef var offset_bottom
= offset_top
+ height
/ root
.height
is lazy
372 # Subtexture created from relative coordinates ([0..1]) out of the `root` texture
373 class RelativeSubtexture
376 redef var offset_left
378 redef var offset_right
379 redef var offset_bottom
381 redef fun width
do return root
.width
* (offset_right
- offset_left
)
382 redef fun height
do return root
.height
* (offset_bottom
- offset_top
)
386 # All declared root textures
387 var all_root_textures
= new TextureSet
392 super HashSet[Texture]
394 # Load all texture of this set
395 fun load_all
do for t
in self do t
.load
399 # Multiply RGB values by their alpha value
400 private fun premultiply_alpha
(width
, height
: Int) `{
401 uint8_t *bytes = (uint8_t *)self;
403 for(y = 0; y < height; y ++) {
404 for(x = 0; x < width; x ++) {
406 bytes[i ] = bytes[i ] * a / 255;
407 bytes[i+1] = bytes[i+1] * a / 255;
408 bytes[i+2] = bytes[i+2] * a / 255;