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 2x2 pixels
105 redef fun load
(force
)
107 var pixels
= [0xFFu
8, 0x00u
8, 0x00u
8,
108 0x00u
8, 0xFFu
8, 0x00u
8,
109 0x00u
8, 0x00u
8, 0xFFu
8,
110 0xFFu
8, 0xFFu
8, 0xFFu
8]
112 var cpixels
= new CByteArray.from
(pixels
)
116 load_from_pixels
(cpixels
.native_array
, 2, 2, gl_RGB
)
122 # Texture with its own pixels
126 redef fun root
do return self
128 # Has this texture been loaded yet?
131 redef var gl_texture
= -1
133 init do all_root_textures
.add
self
135 private fun load_from_pixels
(pixels
: Pointer, width
, height
: Int, format
: GLPixelFormat)
137 var max_texture_size
= glGetIntegerv
(gl_MAX_TEXTURE_SIZE
, 0)
138 if width
> max_texture_size
or height
> max_texture_size
then
139 error
= new Error("Texture {self} width or height is over the GL_MAX_TEXTURE_SIZE of {max_texture_size}")
143 glPixelStorei
(gl_UNPACK_ALIGNEMENT
, 1)
144 var tex
= glGenTextures
(1)[0]
147 glBindTexture
(gl_TEXTURE_2D
, tex
)
148 glTexImage2D
(gl_TEXTURE_2D
, 0, format
, width
, height
, 0, format
, gl_UNSIGNED_BYTE
, pixels
)
150 glHint
(gl_GENERATE_MIPMAP_HINT
, gl_NICEST
)
151 glGenerateMipmap
(gl_TEXTURE_2D
)
154 # Set whether this texture should be pixelated when drawn, otherwise it is interpolated
155 fun pixelated
=(pixelated
: Bool)
157 # TODO this service could be made available in `Texture` when using
158 # the kind of texture wrapper of gles v2 or maybe 3
160 glBindTexture
(gl_TEXTURE_2D
, gl_texture
)
162 var param
= if pixelated
then gl_NEAREST
else gl_LINEAR
163 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MAG_FILTER
, param
)
166 # Has this resource been deleted?
169 # Delete this texture and free all its resources
171 # Use caution with this service as the subtextures may rely on the deleted data.
174 if deleted
or not loaded
then return
180 # Texture loaded from the assets folder
184 # Path to this texture within the `assets` folder
187 redef fun load
(force
)
189 if loaded
and force
!= true then return
196 # Partially load this texture from platform-specific features
198 # This method should fill `width`, `height` and `pixels`.
199 private fun load_from_platform
is abstract
201 redef fun to_s
do return "<{class_name} path:{path}>"
204 # Texture derived from another texture, does not own its pixels
210 # Parent texture, from which this texture was created
213 # Left border of this texture compared to `parent`
216 # Top border of this texture compared to `parent`
219 private fun set_wh
(width
, height
: Float)
225 redef fun load
(force
) do root
.load
(force
)
227 redef var offset_left
= parent
.offset_left
+ left
/ root
.width
is lazy
228 redef var offset_top
= parent
.offset_top
+ top
/ root
.height
is lazy
229 redef var offset_right
= offset_left
+ width
/ root
.width
is lazy
230 redef var offset_bottom
= offset_top
+ height
/ root
.height
is lazy
234 # All declared root textures
235 var all_root_textures
= new TextureSet
240 super HashSet[Texture]
242 # Load all texture of this set
243 fun load_all
do for t
in self do t
.load