X-Git-Url: http://nitlanguage.org diff --git a/lib/gamnit/textures.nit b/lib/gamnit/textures.nit index 2e693d2..ad176a5 100644 --- a/lib/gamnit/textures.nit +++ b/lib/gamnit/textures.nit @@ -12,37 +12,55 @@ # 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 @@ -57,24 +75,46 @@ abstract class Texture 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 @@ -82,11 +122,13 @@ class GamnitRootTexture # 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 @@ -99,16 +141,47 @@ class GamnitRootTexture 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 @@ -124,8 +197,8 @@ class GamnitRootTexture 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 @@ -148,7 +221,7 @@ class GamnitAssetTexture end # Texture derived from another texture, does not own its pixels -class GamnitSubtexture +class Subtexture super Texture redef var root