- 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
+
+ # 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: `x < width.to_i and y < height.to_i`
+ fun []=(x, y: Int, color: Array[Float])
+ do
+ assert x < width.to_i and y < height.to_i else print_error "{class_name}::[] out of bounds"