# 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
+ 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
# 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
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`
+ #
+ # 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])
+ 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
+ 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 pixels
class RootTexture
super Texture
cpixels.destroy
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
end
# Texture derived from another texture, does not own its pixels
-class Subtexture
+abstract 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`
+ 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 compared to `parent`
+ # Top border of this texture relative to `parent`
var top: Float
private fun set_wh(width, height: Float)
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
+# 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