# This file is part of NIT ( http://www.nitlanguage.org ). # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. # Load textures, create subtextures and manage their life-cycle module textures import display # Texture composed of pixels, loaded from the assets folder by default # # Most textures should be created with `App` (as attributes) # for the method `on_create` to load them. # # ~~~ # import gamnit::flat # # redef class App # # Create the texture object, it will be loaded automatically # var texture = new Texture("path/in/assets.png") # # redef fun on_create() # do # # Let `on_create` load the texture # super # # # Use the texture # var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0)) # app.sprites.add sprite # end # end # ~~~ # # Otherwise, they can be loaded and error checked explicitly after `on_create`. # # ~~~nitish # var texture = new Texture("path/in/assets.png") # texture.load # var error = texture.error # if error != null then print_error error # ~~~ # # A texture may also be created programmatically, like `CheckerTexture`, # or derived from another texture, using `subtexture`. # Textures with actual pixel data (not `Subtexture`) are `RootTexture`. # Texture loaded from the assets folder may in the PNG or JPG formats. abstract class Texture # Prepare a texture located at `path` within the `assets` folder new (path: Text) do return new TextureAsset(path.to_s) # Root texture from which `self` is derived fun root: RootTexture is abstract # Width in pixels of this texture var width = 0.0 # Height in pixels of this texture var height = 0.0 # Load this texture, force reloading it if `force` fun load(force: nullable Bool) do end # Last error on this texture var error: nullable Error = null # OpenGL handle to this texture fun gl_texture: Int do return root.gl_texture # Prepare a subtexture from this texture, from the given pixel offsets fun subtexture(left, top, width, height: Numeric): Subtexture do # Setup the subtexture var subtex = new Subtexture(root, self, left.to_f, top.to_f, width.to_f, height.to_f) return subtex end # Offset of the left border on `root` from 0.0 to 1.0 fun offset_left: Float do return 0.0 # Offset of the top border on `root` from 0.0 to 1.0 fun offset_top: Float do return 0.0 # Offset of the right border on `root` from 0.0 to 1.0 fun offset_right: Float do return 1.0 # Offset of the bottom border on `root` from 0.0 to 1.0 fun offset_bottom: Float do return 1.0 end # Colorful small texture of 2x2 pixels class CheckerTexture super RootTexture redef fun load(force) do var pixels = [0xFFu8, 0x00u8, 0x00u8, 0x00u8, 0xFFu8, 0x00u8, 0x00u8, 0x00u8, 0xFFu8, 0xFFu8, 0xFFu8, 0xFFu8] var cpixels = new CByteArray.from(pixels) width = 2.0 height = 2.0 load_from_pixels(cpixels.native_array, 2, 2, gl_RGB) cpixels.destroy end end # Texture with its own pixels class RootTexture super Texture redef fun root do return self # Has this texture been loaded yet? var loaded = false redef var gl_texture = -1 init do all_root_textures.add self private fun load_from_pixels(pixels: Pointer, width, height: Int, format: GLPixelFormat) do var max_texture_size = glGetIntegerv(gl_MAX_TEXTURE_SIZE, 0) if width > max_texture_size or height > max_texture_size then error = new Error("Texture {self} width or height is over the GL_MAX_TEXTURE_SIZE of {max_texture_size}") return end glPixelStorei(gl_UNPACK_ALIGNEMENT, 1) var tex = glGenTextures(1)[0] gl_texture = tex glBindTexture(gl_TEXTURE_2D, tex) glTexImage2D(gl_TEXTURE_2D, 0, format, width, height, 0, format, gl_UNSIGNED_BYTE, pixels) glHint(gl_GENERATE_MIPMAP_HINT, gl_NICEST) glGenerateMipmap(gl_TEXTURE_2D) end # Set whether this texture should be pixelated when drawn, otherwise it is interpolated fun pixelated=(pixelated: Bool) do # TODO this service could be made available in `Texture` when using # the kind of texture wrapper of gles v2 or maybe 3 glBindTexture(gl_TEXTURE_2D, gl_texture) var param = if pixelated then gl_NEAREST else gl_LINEAR glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, param) end # Has this resource been deleted? var deleted = false # Delete this texture and free all its resources # # Use caution with this service as the subtextures may rely on the deleted data. fun delete do if deleted or not loaded then return deleted = true end end # Texture loaded from the assets folder class TextureAsset super RootTexture # Path to this texture within the `assets` folder var path: String redef fun load(force) do if loaded and force != true then return load_from_platform loaded = true end # Partially load this texture from platform-specific features # # This method should fill `width`, `height` and `pixels`. private fun load_from_platform is abstract redef fun to_s do return "<{class_name} path:{path}>" end # Texture derived from another texture, does not own its pixels class Subtexture super Texture redef var root # Parent texture, from which this texture was created var parent: Texture # Left border of this texture compared to `parent` var left: Float # Top border of this texture compared to `parent` var top: Float private fun set_wh(width, height: Float) is autoinit do self.width = width self.height = height end redef fun load(force) do root.load(force) redef var offset_left = parent.offset_left + left / root.width is lazy redef var offset_top = parent.offset_top + top / root.height is lazy redef var offset_right = offset_left + width / root.width is lazy redef var offset_bottom = offset_top + height / root.height is lazy end redef class Sys # All declared root textures var all_root_textures = new TextureSet end # Group of `Texture` class TextureSet super HashSet[Texture] # Load all texture of this set fun load_all do for t in self do t.load end