gamnit: intro `CustomTexture::fill`
[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
100 # Should this texture be drawn pixelated when magnified? otherwise it is interpolated
101 #
102 # This setting affects all the textures based on the same pixel data, or `root`.
103 #
104 # Must be set after a successful call to `load`.
105 fun pixelated=(pixelated: Bool)
106 do
107 if root.gl_texture == -1 then return
108
109 # TODO do not modify `root` by using *sampler objects* in glesv3
110 glBindTexture(gl_TEXTURE_2D, root.gl_texture)
111
112 var param = if pixelated then gl_NEAREST else gl_LINEAR
113 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, param)
114 end
115 end
116
117 # Colorful small texture of 32x32 pixels by default
118 class CheckerTexture
119 super RootTexture
120
121 # Width and height in pixels, defaults to 32
122 var size = 32 is optional
123
124 redef fun load(force)
125 do
126 if gl_texture != -1 then return
127 load_checker size
128 loaded = true
129 end
130 end
131
132 # Custom texture with pixel values filled programmatically
133 #
134 # At creation, the texture is composed of `width` by `height` (rounded down)
135 # transparent pixels. The pixels value can be set using `[]=`.
136 #
137 # ~~~
138 # # Build a texture with 4 colors
139 # var tex = new CustomTexture(2.0, 2.0)
140 # tex[0, 0] = [1.0, 0.0, 0.0] # Red
141 # tex[0, 1] = [0.0, 1.0, 0.0] # Green
142 # tex[1, 0] = [0.0, 0.0, 1.0] # Blue
143 # tex[1, 1] = [1.0, 1.0, 1.0, 0.5] # Transparent white
144 # tex.load
145 # ~~~
146 class CustomTexture
147 super RootTexture
148
149 redef var width
150 redef var height
151
152 private var cpixels = new CByteArray(4*width.to_i*height.to_i) is lazy
153
154 # Set the `color` of the pixel at `x`, `y` (from the top-left corner)
155 #
156 # The argument `color` should be an array of up to 4 floats (RGBA).
157 # If `color` has less than 4 items, the missing items are replaced by 1.0.
158 #
159 # Require: `not loaded and x < width.to_i and y < height.to_i`
160 fun []=(x, y: Int, color: Array[Float])
161 do
162 assert not loaded else print_error "{class_name}::[]= already loaded"
163 assert x < width.to_i and y < height.to_i else print_error "{class_name}::[] out of bounds"
164
165 # Simple conversion from [0.0..1.0] to [0..255]
166 var bytes = [for c in color do (c*255.0).round.to_i.clamp(0, 255).to_bytes.last]
167 while bytes.length < 4 do bytes.add 255u8
168
169 var offset = 4*(x + y*width.to_i)
170 for i in [0..4[ do cpixels[offset+i] = bytes[i]
171 end
172
173 # Overwrite all pixels with `color`
174 #
175 # The argument `color` should be an array of up to 4 floats (RGBA).
176 # If `color` has less than 4 items, the missing items are replaced by 1.0.
177 #
178 # Require: `not loaded`
179 fun fill(color: Array[Float])
180 do
181 assert not loaded else print_error "{class_name}::fill already loaded"
182
183 # Simple conversion from [0.0..1.0] to [0..255]
184 var bytes = [for c in color do (c*255.0).round.to_i.clamp(0, 255).to_bytes.last]
185 while bytes.length < 4 do bytes.add 255u8
186
187 var i = 0
188 for x in [0..width.to_i[ do
189 for y in [0..height.to_i[ do
190 for j in [0..4[ do cpixels[i+j] = bytes[j]
191 i += 4
192 end
193 end
194 end
195
196 redef fun load(force)
197 do
198 if loaded then return
199
200 # Round down the desired dimension
201 var width = width.to_i
202 var height = height.to_i
203 self.width = width.to_f
204 self.height = height.to_f
205
206 load_from_pixels(cpixels.native_array, width, height, gl_RGBA)
207
208 cpixels.destroy
209 loaded = true
210 end
211 end
212
213 # Texture with its own pixels
214 class RootTexture
215 super Texture
216
217 redef fun root do return self
218
219 # Has this texture been loaded yet?
220 var loaded = false
221
222 redef var gl_texture = -1
223
224 init do all_root_textures.add self
225
226 private fun load_from_pixels(pixels: Pointer, width, height: Int, format: GLPixelFormat)
227 do
228 var max_texture_size = glGetIntegerv(gl_MAX_TEXTURE_SIZE, 0)
229 if width > max_texture_size or height > max_texture_size then
230 error = new Error("Texture {self} width or height is over the GL_MAX_TEXTURE_SIZE of {max_texture_size}")
231 return
232 end
233
234 glPixelStorei(gl_UNPACK_ALIGNEMENT, 1)
235 var tex = glGenTextures(1)[0]
236 gl_texture = tex
237
238 glBindTexture(gl_TEXTURE_2D, tex)
239 glTexImage2D(gl_TEXTURE_2D, 0, format, width, height, 0, format, gl_UNSIGNED_BYTE, pixels)
240
241 glHint(gl_GENERATE_MIPMAP_HINT, gl_NICEST)
242 glGenerateMipmap(gl_TEXTURE_2D)
243 end
244
245 private fun load_checker(size: Int)
246 do
247 var cpixels = new CByteArray(3*size*size)
248
249 var i = 0
250 for x in [0..size[ do
251 var quadrant_x = if x < size/2 then 0 else 1
252 for y in [0..size[ do
253 var quadrant_y = if y < size/2 then 0 else 1
254 var color = if quadrant_x == quadrant_y then
255 [0u8, 0u8, 0u8, 255u8]
256 else [255u8, 255u8, 255u8, 255u8]
257
258 for j in [0..3[ do cpixels[i+j] = color[j]
259 i += 3
260 end
261 end
262
263 width = size.to_f
264 height = size.to_f
265 load_from_pixels(cpixels.native_array, size, size, gl_RGB)
266
267 cpixels.destroy
268 end
269
270 # Has this resource been deleted?
271 var deleted = false
272
273 # Delete this texture and free all its resources
274 #
275 # Use caution with this service as the subtextures may rely on the deleted data.
276 fun delete
277 do
278 if deleted or not loaded then return
279
280 deleted = true
281 end
282 end
283
284 # Texture loaded from the assets folder
285 class TextureAsset
286 super RootTexture
287
288 # Path to this texture within the `assets` folder
289 var path: String
290
291 redef fun load(force)
292 do
293 if loaded and force != true then return
294
295 load_from_platform
296
297 # If no pixel data was loaded, load the pixel default texture
298 if gl_texture == -1 then load_checker 32
299
300 loaded = true
301 end
302
303 # Partially load this texture from platform-specific features
304 #
305 # This method should fill `width`, `height` and `pixels`.
306 private fun load_from_platform is abstract
307
308 redef fun to_s do return "<{class_name} path:{path}>"
309 end
310
311 # Texture derived from another texture, does not own its pixels
312 class Subtexture
313 super Texture
314
315 redef var root
316
317 # Parent texture, from which this texture was created
318 var parent: Texture
319
320 # Left border of this texture compared to `parent`
321 var left: Float
322
323 # Top border of this texture compared to `parent`
324 var top: Float
325
326 private fun set_wh(width, height: Float)
327 is autoinit do
328 self.width = width
329 self.height = height
330 end
331
332 redef fun load(force) do root.load(force)
333
334 redef var offset_left = parent.offset_left + left / root.width is lazy
335 redef var offset_top = parent.offset_top + top / root.height is lazy
336 redef var offset_right = offset_left + width / root.width is lazy
337 redef var offset_bottom = offset_top + height / root.height is lazy
338 end
339
340 redef class Sys
341 # All declared root textures
342 var all_root_textures = new TextureSet
343 end
344
345 # Group of `Texture`
346 class TextureSet
347 super HashSet[Texture]
348
349 # Load all texture of this set
350 fun load_all do for t in self do t.load
351 end