fun offset_bottom: Float do return 1.0
end
-# Colorful small texture of 2x2 pixels
+# 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
- var pixels = [0xFFu8, 0x00u8, 0x00u8,
- 0x00u8, 0xFFu8, 0x00u8,
- 0x00u8, 0x00u8, 0xFFu8,
- 0xFFu8, 0xFFu8, 0xFFu8]
+ 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
- var cpixels = new CByteArray.from(pixels)
+ # 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"
- width = 2.0
- height = 2.0
- load_from_pixels(cpixels.native_array, 2, 2, gl_RGB)
+ # 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
+
+ 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
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
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