# See the License for the specific language governing permissions and
# limitations under the License.
-# Services to load textures, create subtextures and manage their life-cycle
+# Load textures, create subtextures and manage their life-cycle
module textures
import display
-# Abstract gamnit texture
+# 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 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)
+ new (path: Text) do return new TextureAsset(path.to_s)
- 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
-
- # Root texture of which `self` is derived
- fun root: GamnitRootTexture is abstract
+ # Root texture from which `self` is derived
+ fun root: RootTexture is abstract
# Width in pixels of this texture
var width = 0.0
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
- fun subtexture(left, top, width, height: Numeric): GamnitSubtexture
+ # 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 GamnitSubtexture(root, self, left.to_f, top.to_f, width.to_f, height.to_f)
+ 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 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
+
# Texture with its own pixels
-class GamnitRootTexture
+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)
+ 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
+ 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
+
+ # 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 loaded from the assets folder
-class GamnitAssetTexture
- super GamnitRootTexture
+class TextureAsset
+ super RootTexture
# Path to this texture within the `assets` folder
var path: String
end
# Texture derived from another texture, does not own its pixels
-class GamnitSubtexture
+class Subtexture
super Texture
redef var root