X-Git-Url: http://nitlanguage.org diff --git a/lib/gamnit/textures.nit b/lib/gamnit/textures.nit index fd45ec5..271e688 100644 --- a/lib/gamnit/textures.nit +++ b/lib/gamnit/textures.nit @@ -12,12 +12,48 @@ # 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 @@ -62,24 +98,76 @@ abstract class Texture 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 - var cpixels = new CByteArray.from(pixels) +# 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 - width = 2.0 - height = 2.0 - load_from_pixels(cpixels.native_array, 2, 2, gl_RGB) + 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: `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" + + # 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 @@ -115,6 +203,31 @@ class RootTexture 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 @@ -154,6 +267,9 @@ class TextureAsset 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