--- /dev/null
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# 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
+module textures
+
+import display
+
+# Abstract gamnit texture
+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)
+
+ 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
+
+ # Width in pixels of this texture
+ var width = 0.0
+
+ # Height in pixels of this texture
+ var height = 0.0
+
+ # Load this texture, force reloading it if `force`
+ fun load(force: nullable Bool) do end
+
+ # Last error on this texture
+ var error: nullable Error = null
+
+ # OpenGL handle to this texture
+ var gl_texture: Int is noinit
+
+ # 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
+
+ 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
+end
+
+# Texture with its own pixels
+class GamnitRootTexture
+ super Texture
+
+ redef fun root do return self
+
+ # Has this texture been loaded yet?
+ var loaded = false
+
+ 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)
+ 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
+ end
+
+ glPixelStorei(gl_UNPACK_ALIGNEMENT, 1)
+ var tex = glGenTextures(1)[0]
+ gl_texture = tex
+
+ 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
+
+ # Has this resource been deleted?
+ var deleted = false
+
+ # Delete this texture and free all its resources
+ #
+ # Use caution with this service as the subtextures may rely on the deleted data.
+ fun delete
+ do
+ if deleted or not loaded then return
+
+ deleted = true
+ end
+end
+
+# Texture loaded from the assets folder
+class GamnitAssetTexture
+ super GamnitRootTexture
+
+ # Path to this texture within the `assets` folder
+ var path: String
+
+ redef fun load(force)
+ do
+ if loaded and force != true then return
+
+ load_from_platform
+
+ loaded = true
+ end
+
+ # Partially load this texture from platform-specific features
+ #
+ # This method should fill `width`, `height` and `pixels`.
+ private fun load_from_platform is abstract
+
+ redef fun to_s do return "<{class_name} path:{path}>"
+end
+
+# Texture derived from another texture, does not own its pixels
+class GamnitSubtexture
+ super Texture
+
+ redef var root
+
+ 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
+end
+
+redef class Sys
+ private var all_root_textures = new TextureSet
+end
+
+# Group of `Texture`
+class TextureSet
+ super HashSet[Texture]
+
+ # Load all texture of this set
+ fun load_all do for t in self do t.load
+end