ad176a5790d512a6a58ea2dde0d2211a5510db82
[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 # Load textures, create subtextures and manage their life-cycle
16 module textures
17
18 import display
19
20 # Texture composed of pixels, loaded from the assets folder by default
21 #
22 # Most textures should be created with `App` (as attributes)
23 # for the method `on_create` to load them.
24 #
25 # ~~~
26 # import gamnit::flat
27 #
28 # redef class App
29 # # Create the texture object, it will be loaded automatically
30 # var texture = new Texture("path/in/assets.png")
31 #
32 # redef fun on_create()
33 # do
34 # # Let `on_create` load the texture
35 # super
36 #
37 # # Use the texture
38 # var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0))
39 # app.sprites.add sprite
40 # end
41 # end
42 # ~~~
43 #
44 # Otherwise, they can be loaded and error checked explicitly after `on_create`.
45 #
46 # ~~~nitish
47 # var texture = new Texture("path/in/assets.png")
48 # texture.load
49 # var error = texture.error
50 # if error != null then print_error error
51 # ~~~
52 #
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
58
59 # Prepare a texture located at `path` within the `assets` folder
60 new (path: Text) do return new TextureAsset(path.to_s)
61
62 # Root texture from which `self` is derived
63 fun root: RootTexture is abstract
64
65 # Width in pixels of this texture
66 var width = 0.0
67
68 # Height in pixels of this texture
69 var height = 0.0
70
71 # Load this texture, force reloading it if `force`
72 fun load(force: nullable Bool) do end
73
74 # Last error on this texture
75 var error: nullable Error = null
76
77 # OpenGL handle to this texture
78 fun gl_texture: Int do return root.gl_texture
79
80 # Prepare a subtexture from this texture, from the given pixel offsets
81 fun subtexture(left, top, width, height: Numeric): Subtexture
82 do
83 # Setup the subtexture
84 var subtex = new Subtexture(root, self, left.to_f, top.to_f, width.to_f, height.to_f)
85 return subtex
86 end
87
88 # Offset of the left border on `root` from 0.0 to 1.0
89 fun offset_left: Float do return 0.0
90
91 # Offset of the top border on `root` from 0.0 to 1.0
92 fun offset_top: Float do return 0.0
93
94 # Offset of the right border on `root` from 0.0 to 1.0
95 fun offset_right: Float do return 1.0
96
97 # Offset of the bottom border on `root` from 0.0 to 1.0
98 fun offset_bottom: Float do return 1.0
99 end
100
101 # Colorful small texture of 32x32 pixels by default
102 class CheckerTexture
103 super RootTexture
104
105 # Width and height in pixels, defaults to 32
106 var size = 32 is optional
107
108 redef fun load(force)
109 do
110 if gl_texture != -1 then return
111 load_checker size
112 loaded = true
113 end
114 end
115
116 # Texture with its own pixels
117 class RootTexture
118 super Texture
119
120 redef fun root do return self
121
122 # Has this texture been loaded yet?
123 var loaded = false
124
125 redef var gl_texture = -1
126
127 init do all_root_textures.add self
128
129 private fun load_from_pixels(pixels: Pointer, width, height: Int, format: GLPixelFormat)
130 do
131 var max_texture_size = glGetIntegerv(gl_MAX_TEXTURE_SIZE, 0)
132 if width > max_texture_size or height > max_texture_size then
133 error = new Error("Texture {self} width or height is over the GL_MAX_TEXTURE_SIZE of {max_texture_size}")
134 return
135 end
136
137 glPixelStorei(gl_UNPACK_ALIGNEMENT, 1)
138 var tex = glGenTextures(1)[0]
139 gl_texture = tex
140
141 glBindTexture(gl_TEXTURE_2D, tex)
142 glTexImage2D(gl_TEXTURE_2D, 0, format, width, height, 0, format, gl_UNSIGNED_BYTE, pixels)
143
144 glHint(gl_GENERATE_MIPMAP_HINT, gl_NICEST)
145 glGenerateMipmap(gl_TEXTURE_2D)
146 end
147
148 private fun load_checker(size: Int)
149 do
150 var cpixels = new CByteArray(3*size*size)
151
152 var i = 0
153 for x in [0..size[ do
154 var quadrant_x = if x < size/2 then 0 else 1
155 for y in [0..size[ do
156 var quadrant_y = if y < size/2 then 0 else 1
157 var color = if quadrant_x == quadrant_y then
158 [0u8, 0u8, 0u8, 255u8]
159 else [255u8, 255u8, 255u8, 255u8]
160
161 for j in [0..3[ do cpixels[i+j] = color[j]
162 i += 3
163 end
164 end
165
166 width = size.to_f
167 height = size.to_f
168 load_from_pixels(cpixels.native_array, size, size, gl_RGB)
169
170 cpixels.destroy
171 end
172
173 # Set whether this texture should be pixelated when drawn, otherwise it is interpolated
174 fun pixelated=(pixelated: Bool)
175 do
176 # TODO this service could be made available in `Texture` when using
177 # the kind of texture wrapper of gles v2 or maybe 3
178
179 glBindTexture(gl_TEXTURE_2D, gl_texture)
180
181 var param = if pixelated then gl_NEAREST else gl_LINEAR
182 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, param)
183 end
184
185 # Has this resource been deleted?
186 var deleted = false
187
188 # Delete this texture and free all its resources
189 #
190 # Use caution with this service as the subtextures may rely on the deleted data.
191 fun delete
192 do
193 if deleted or not loaded then return
194
195 deleted = true
196 end
197 end
198
199 # Texture loaded from the assets folder
200 class TextureAsset
201 super RootTexture
202
203 # Path to this texture within the `assets` folder
204 var path: String
205
206 redef fun load(force)
207 do
208 if loaded and force != true then return
209
210 load_from_platform
211
212 loaded = true
213 end
214
215 # Partially load this texture from platform-specific features
216 #
217 # This method should fill `width`, `height` and `pixels`.
218 private fun load_from_platform is abstract
219
220 redef fun to_s do return "<{class_name} path:{path}>"
221 end
222
223 # Texture derived from another texture, does not own its pixels
224 class Subtexture
225 super Texture
226
227 redef var root
228
229 # Parent texture, from which this texture was created
230 var parent: Texture
231
232 # Left border of this texture compared to `parent`
233 var left: Float
234
235 # Top border of this texture compared to `parent`
236 var top: Float
237
238 private fun set_wh(width, height: Float)
239 is autoinit do
240 self.width = width
241 self.height = height
242 end
243
244 redef fun load(force) do root.load(force)
245
246 redef var offset_left = parent.offset_left + left / root.width is lazy
247 redef var offset_top = parent.offset_top + top / root.height is lazy
248 redef var offset_right = offset_left + width / root.width is lazy
249 redef var offset_bottom = offset_top + height / root.height is lazy
250 end
251
252 redef class Sys
253 # All declared root textures
254 var all_root_textures = new TextureSet
255 end
256
257 # Group of `Texture`
258 class TextureSet
259 super HashSet[Texture]
260
261 # Load all texture of this set
262 fun load_all do for t in self do t.load
263 end