# 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)
-
- 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
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
do
- # We want only floats
- left = left.to_f
- top = top.to_f
- width = width.to_f
- height = height.to_f
-
# Setup the subtexture
- var subtex = new GamnitSubtexture(root)
- subtex.width = width
- subtex.height = height
-
- subtex.offset_left = offset_left + left / root.width
- subtex.offset_top = offset_top + top / root.height
- subtex.offset_right = offset_left + width / root.width
- subtex.offset_bottom = offset_top + height / root.height
-
+ var subtex = new GamnitSubtexture(root, self, left.to_f, top.to_f, width.to_f, height.to_f)
return subtex
end
- private fun offset_left: Float do return 0.0
- private fun offset_top: Float do return 0.0
- private fun offset_right: Float do return 1.0
- private fun offset_bottom: Float do return 1.0
+ # 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 2x2 pixels
+class CheckerTexture
+ super GamnitRootTexture
+
+ redef fun load(force)
+ do
+ var pixels = [0xFFu8, 0x00u8, 0x00u8,
+ 0x00u8, 0xFFu8, 0x00u8,
+ 0x00u8, 0x00u8, 0xFFu8,
+ 0xFFu8, 0xFFu8, 0xFFu8]
+
+ var cpixels = new CByteArray.from(pixels)
+
+ width = 2.0
+ height = 2.0
+ load_from_pixels(cpixels.native_array, 2, 2, gl_RGB)
+
+ cpixels.destroy
+ end
end
# Texture with its own pixels
# 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)
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
redef var root
+ # Parent texture, from which this texture was created
+ var parent: Texture
+
+ # Left border of this texture compared to `parent`
+ var left: Float
+
+ # Top border of this texture compared to `parent`
+ var top: Float
+
+ private fun set_wh(width, height: Float)
+ is autoinit do
+ self.width = width
+ self.height = height
+ end
+
redef fun load(force) do root.load(force)
- redef var offset_left = 0.0
- redef var offset_top = 0.0
- redef var offset_right = 1.0
- redef var offset_bottom = 1.0
+ 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
redef class Sys
- private var all_root_textures = new TextureSet
+ # All declared root textures
+ var all_root_textures = new TextureSet
end
# Group of `Texture`