abstract class Texture
# Prepare a texture located at `path` within the `assets` folder
- new (path: Text) do return new GamnitAssetTexture(path.to_s)
+ new (path: Text) do return new TextureAsset(path.to_s)
# Root texture of which `self` is derived
fun root: GamnitRootTexture is abstract
# OpenGL handle to this texture
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
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