abstract class Texture
# Prepare a texture located at `path` within the `assets` folder
- new (path: Text) do return new GamnitAssetTexture(path.to_s)
-
- # Prepare and load a colorful small texture of 2x2 pixels
- new checker
- do
- var pixels = [0xFFu8, 0x00u8, 0x00u8,
- 0x00u8, 0xFFu8, 0x00u8,
- 0x00u8, 0x00u8, 0xFFu8,
- 0xFFu8, 0xFFu8, 0xFFu8]
- var cpixels = new CByteArray.from(pixels)
-
- var tex = new GamnitRootTexture
- tex.width = 2.0
- tex.height = 2.0
- tex.load_from_pixels(cpixels.native_array, 2, 2, gl_RGB)
-
- cpixels.destroy
- return tex
- end
+ new (path: Text) do return new TextureAsset(path.to_s)
# Root texture of which `self` is derived
fun root: GamnitRootTexture is abstract
var error: nullable Error = null
# OpenGL handle to this texture
- var gl_texture: Int is noinit
+ fun gl_texture: Int do return root.gl_texture
- # Prepare a subtexture from this texture
+ # Prepare a subtexture from this texture, from the given pixel offsets
fun subtexture(left, top, width, height: Numeric): GamnitSubtexture
do
# Setup the subtexture
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 GamnitRootTexture
+
+ 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 GamnitRootTexture
super Texture
# 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)
+ 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
glBindTexture(gl_TEXTURE_2D, tex)
glTexImage2D(gl_TEXTURE_2D, 0, format, width, height, 0, format, gl_UNSIGNED_BYTE, pixels)
- # TODO make these settings attributes of the class
- glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_NEAREST)
- glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_NEAREST)
- glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_REPEAT)
- glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_REPEAT)
-
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_MIN_FILTER, param)
+ glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, param)
+ end
+
# Has this resource been deleted?
var deleted = false
end
# Texture loaded from the assets folder
-class GamnitAssetTexture
+class TextureAsset
super GamnitRootTexture
# Path to this texture within the `assets` folder
end
redef class Sys
- private var all_root_textures = new TextureSet
+ # All declared root textures
+ var all_root_textures = new TextureSet
end
# Group of `Texture`