# 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 `create_scene` 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 create_scene() # do # # Let `create_scene` 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 `create_scene`. # # ~~~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 return new AbsoluteSubtexture(self, left.to_f, top.to_f, width.to_f, height.to_f) 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 # Should this texture be drawn pixelated when magnified? otherwise it is interpolated # # This setting affects all the textures based on the same pixel data, or `root`. # # Must be set after a successful call to `load`. fun pixelated=(pixelated: Bool) do if root.gl_texture == -1 then return # TODO do not modify `root` by using *sampler objects* in glesv3 glBindTexture(gl_TEXTURE_2D, root.gl_texture) var param = if pixelated then gl_NEAREST else gl_LINEAR glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, param) end end # Colorful small texture of 32x32 pixels by default class CheckerTexture super RootTexture # Width and height in pixels, defaults to 32 var size = 32 is optional redef fun load(force) do if gl_texture != -1 then return load_checker size loaded = true end end # Custom texture with pixel values filled programmatically # # At creation, the texture is composed of `width` by `height` (rounded down) # transparent pixels. The pixels value can be set using `[]=`. # # ~~~ # # Build a texture with 4 colors # var tex = new CustomTexture(2.0, 2.0) # tex[0, 0] = [1.0, 0.0, 0.0] # Red # tex[0, 1] = [0.0, 1.0, 0.0] # Green # tex[1, 0] = [0.0, 0.0, 1.0] # Blue # tex[1, 1] = [1.0, 1.0, 1.0, 0.5] # Transparent white # tex.load # ~~~ class CustomTexture super RootTexture redef var width redef var height private var cpixels = new CByteArray(4*width.to_i*height.to_i) is lazy # Set the `color` of the pixel at `x`, `y` (from the top-left corner) # # The argument `color` should be an array of up to 4 floats (RGBA). # If `color` has less than 4 items, the missing items are replaced by 1.0. # # Require: `not loaded and x < width.to_i and y < height.to_i` fun []=(x, y: Int, color: Array[Float]) do assert not loaded else print_error "{class_name}::[]= already loaded" assert x < width.to_i and y < height.to_i else print_error "{class_name}::[] out of bounds" # Simple conversion from [0.0..1.0] to [0..255] var bytes = [for c in color do (c*255.0).round.to_i.clamp(0, 255).to_bytes.last] while bytes.length < 4 do bytes.add 255u8 var offset = 4*(x + y*width.to_i) for i in [0..4[ do cpixels[offset+i] = bytes[i] end # Overwrite all pixels with `color`, return `self` # # The argument `color` should be an array of up to 4 floats (RGBA). # If `color` has less than 4 items, the missing items are replaced by 1.0. # # Require: `not loaded` fun fill(color: Array[Float]): SELF do assert not loaded else print_error "{class_name}::fill already loaded" # Simple conversion from [0.0..1.0] to [0..255] var bytes = [for c in color do (c*255.0).round.to_i.clamp(0, 255).to_bytes.last] while bytes.length < 4 do bytes.add 255u8 var i = 0 for x in [0..width.to_i[ do for y in [0..height.to_i[ do for j in [0..4[ do cpixels[i+j] = bytes[j] i += 4 end end return self end redef fun load(force) do if loaded then return # Round down the desired dimension var width = width.to_i var height = height.to_i self.width = width.to_f self.height = height.to_f load_from_pixels(cpixels.native_array, width, height, gl_RGBA) cpixels.destroy loaded = true end end # Texture with its own pixel data 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 # Should the pixels RGB values be premultiplied by their alpha value at loading? # # All gamnit textures must have premultiplied alpha, it provides a better # alpha blending, avoids artifacts and allows for additive blending. # # When at `true`, the default, pixels RGB values are premultiplied # at loading. Set to `false` if pixels RGB values are already # premultiplied in the source data. # # This value must be set before calling `load`. var premultiply_alpha = true is writable 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 then error = new Error("Texture width larger than gl_MAX_TEXTURE_SIZE ({max_texture_size}) in {self} at {width}") return else if height > max_texture_size then error = new Error("Texture height larger than gl_MAX_TEXTURE_SIZE ({max_texture_size}) in {self} at {height}") return end # Premultiply alpha? if premultiply_alpha and format == gl_RGBA then pixels.premultiply_alpha(width, height) 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) glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR_MIPMAP_LINEAR) glBindTexture(gl_TEXTURE_2D, 0) end private fun load_checker(size: Int) do var cpixels = new CByteArray(3*size*size) var i = 0 for x in [0..size[ do var quadrant_x = if x < size/2 then 0 else 1 for y in [0..size[ do var quadrant_y = if y < size/2 then 0 else 1 var color = if quadrant_x == quadrant_y then [0u8, 0u8, 0u8, 255u8] else [255u8, 255u8, 255u8, 255u8] for j in [0..3[ do cpixels[i+j] = color[j] i += 3 end end width = size.to_f height = size.to_f load_from_pixels(cpixels.native_array, size, size, gl_RGB) cpixels.destroy 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 # If no pixel data was loaded, load the pixel default texture if gl_texture == -1 then load_checker 32 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 abstract class Subtexture super Texture # Parent texture, from which this texture was created var parent: Texture redef var root = parent.root is lateinit redef fun load(force) do root.load(force) end # Subtexture created from pixel coordinates within `parent` class AbsoluteSubtexture super Subtexture # Left border of this texture relative to `parent` var left: Float # Top border of this texture relative to `parent` var top: Float private fun set_wh(width, height: Float) is autoinit do self.width = width self.height = height end 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 # Subtexture created from relative coordinates ([0..1]) out of the `root` texture class RelativeSubtexture super Subtexture redef var offset_left redef var offset_top redef var offset_right redef var offset_bottom redef fun width do return root.width * (offset_right - offset_left) redef fun height do return root.height * (offset_bottom - offset_top) 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 redef class Pointer # Multiply RBG values by their alpha value private fun premultiply_alpha(width, height: Int) `{ uint8_t *bytes = (uint8_t *)self; int x, y, i = 0; for(y = 0; y < height; y ++) { for(x = 0; x < width; x ++) { int a = bytes[i+3]; bytes[i ] = bytes[i ] * a / 255; bytes[i+1] = bytes[i+1] * a / 255; bytes[i+2] = bytes[i+2] * a / 255; i += 4; } } `} end