Difference between revisions of "Pixel:setTexture"
From GiderosMobile
Tag: Undo |
|||
(5 intermediate revisions by the same user not shown) | |||
Line 8: | Line 8: | ||
Pixel:setTexture(texture,slot,matrix) | Pixel:setTexture(texture,slot,matrix) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
+ | |||
+ | '''Please note: slot is only useful in conjonction with Shader''' | ||
=== Parameters === | === Parameters === | ||
Line 13: | Line 15: | ||
'''slot''': (number) the texture slot that the texture should be associated to. Leave empty or set to 0 for main texture, or if you don't use a specific shader '''optional'''<br/> | '''slot''': (number) the texture slot that the texture should be associated to. Leave empty or set to 0 for main texture, or if you don't use a specific shader '''optional'''<br/> | ||
'''matrix''': (Matrix) an optional transform for the texture '''optional'''<br/> | '''matrix''': (Matrix) an optional transform for the texture '''optional'''<br/> | ||
+ | |||
+ | === Examples === | ||
+ | '''2 textures masked in a Pixel''' | ||
+ | <syntaxhighlight lang="lua"> | ||
+ | --!NEEDS:luashader/luashader.lua | ||
+ | application:setBackgroundColor(0x909090) | ||
+ | |||
+ | function vshaderpixslot(vVertex,vColor,vTexCoord) : Shader | ||
+ | local vertex = hF4(vVertex,0.0,1.0) | ||
+ | fTexCoord = vTexCoord | ||
+ | return vMatrix*vertex | ||
+ | end | ||
+ | function fshaderpixslot() : Shader | ||
+ | local frag = texture2D(fTexture, fTexCoord) | ||
+ | local frag2 = texture2D(fTexture2, fTexCoord) | ||
+ | return frag * frag2 -- mask | ||
+ | end | ||
+ | |||
+ | local shaderpixslot=Shader.lua(vshaderpixslot,fshaderpixslot,0, | ||
+ | { | ||
+ | {name="vMatrix", type=Shader.CMATRIX, sys=Shader.SYS_WVP, vertex=true}, | ||
+ | {name="fTexture", type=Shader.CTEXTURE, vertex=false}, | ||
+ | {name="fTexture2", type=Shader.CTEXTURE, vertex=false}, | ||
+ | }, | ||
+ | { | ||
+ | {name="vVertex", type=Shader.DFLOAT, mult=2, slot=0, offset=0}, | ||
+ | {name="vColor", type=Shader.DUBYTE, mult=4, slot=1, offset=0}, | ||
+ | {name="vTexCoord", type=Shader.DFLOAT, mult=2, slot=2, offset=0}, | ||
+ | }, | ||
+ | { | ||
+ | {name="fTexCoord", type=Shader.CFLOAT2}, | ||
+ | } | ||
+ | ) | ||
+ | |||
+ | local tex=Texture.new("gfx/test.png") | ||
+ | local tex2=Texture.new("gfx/arrow_0001.png") | ||
+ | local texw, texh = tex:getWidth(), tex:getHeight() | ||
+ | |||
+ | local px = Pixel.new(nil, texw, texh) | ||
+ | px:setTexture(tex, 0) | ||
+ | px:setTexture(tex2, 1) | ||
+ | px:setShader(shaderpixslot) | ||
+ | |||
+ | stage:addChild(px) | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | '''Change Pixel Texture slots on mouse hover''' | ||
+ | <syntaxhighlight lang="lua"> | ||
+ | --!NEEDS:luashader/luashader.lua | ||
+ | |||
+ | -- bg | ||
+ | application:setBackgroundColor(0x00007f) | ||
+ | |||
+ | -- shader | ||
+ | function vshaderpixelslot(vVertex, vColor, vTexCoord) : Shader | ||
+ | local vertex = hF4(vVertex, 0.0, 1.0) | ||
+ | fTexCoord = vTexCoord | ||
+ | return vMatrix*vertex | ||
+ | end | ||
+ | function fshaderpixelslot() : Shader | ||
+ | local frag = texture2D(fTexture, fTexCoord) | ||
+ | local frag2 = texture2D(fTexture2, fTexCoord) | ||
+ | if slot == 0 then return frag | ||
+ | else return frag2 | ||
+ | end | ||
+ | end | ||
+ | |||
+ | local shaderpixelslot=Shader.lua(vshaderpixelslot, fshaderpixelslot, 0, | ||
+ | { | ||
+ | {name="vMatrix", type=Shader.CMATRIX, sys=Shader.SYS_WVP, vertex=true}, | ||
+ | {name="fTexture", type=Shader.CTEXTURE, vertex=false}, | ||
+ | {name="fTexture2", type=Shader.CTEXTURE, vertex=false}, | ||
+ | {name="slot", type=Shader.CINT, vertex=false}, | ||
+ | }, | ||
+ | { | ||
+ | {name="vVertex", type=Shader.DFLOAT, mult=2, slot=0, offset=0}, | ||
+ | {name="vColor", type=Shader.DUBYTE, mult=4, slot=1, offset=0}, | ||
+ | {name="vTexCoord", type=Shader.DFLOAT, mult=2, slot=2, offset=0}, | ||
+ | }, | ||
+ | { | ||
+ | {name="fTexCoord", type=Shader.CFLOAT2}, | ||
+ | } | ||
+ | ) | ||
+ | |||
+ | -- textures | ||
+ | local texbtnup=Texture.new("gfx/ui/btn_01_up.png") | ||
+ | local texbtndown=Texture.new("gfx/ui/btn_01_down.png") | ||
+ | |||
+ | -- objects | ||
+ | local px = Pixel.new(texbtnup) | ||
+ | -- params | ||
+ | px:setTexture(texbtndown, 1) -- texture, slot | ||
+ | px:setShader(shaderpixelslot) | ||
+ | -- position | ||
+ | px:setPosition(8*4, 8*16) | ||
+ | -- order | ||
+ | stage:addChild(px) | ||
+ | |||
+ | -- listeners | ||
+ | local onenter, moving, onexit | ||
+ | px:addEventListener(Event.MOUSE_HOVER, function(ev) | ||
+ | if px:hitTestPoint(ev.x, ev.y, true) then -- enter | ||
+ | -- execute code only once * | ||
+ | onenter = not onenter | ||
+ | if not onenter then moving = true end | ||
+ | if not moving then | ||
+ | -- execute action only once | ||
+ | px:setShaderConstant("slot", Shader.CINT, 1, 1) -- button Down texture | ||
+ | else | ||
+ | onexit = true | ||
+ | end | ||
+ | ev:stopPropagation() | ||
+ | else -- exit | ||
+ | onenter = false | ||
+ | moving = false | ||
+ | if onexit then | ||
+ | -- execute exit action only once | ||
+ | onexit = false | ||
+ | px:setShaderConstant("slot", Shader.CINT, 1, 0) -- button Up texture | ||
+ | end | ||
+ | end | ||
+ | end) | ||
+ | </syntaxhighlight> | ||
{{Pixel}} | {{Pixel}} |
Latest revision as of 12:29, 25 November 2023
Available since: Gideros 2016.12
Class: Pixel
Description
Associates a texture to the Pixel.
Pixel:setTexture(texture,slot,matrix)
Please note: slot is only useful in conjonction with Shader
Parameters
texture: (TextureBase or TextureRegion) the texture to associate to the pixel, or nil to deassociate
slot: (number) the texture slot that the texture should be associated to. Leave empty or set to 0 for main texture, or if you don't use a specific shader optional
matrix: (Matrix) an optional transform for the texture optional
Examples
2 textures masked in a Pixel
--!NEEDS:luashader/luashader.lua
application:setBackgroundColor(0x909090)
function vshaderpixslot(vVertex,vColor,vTexCoord) : Shader
local vertex = hF4(vVertex,0.0,1.0)
fTexCoord = vTexCoord
return vMatrix*vertex
end
function fshaderpixslot() : Shader
local frag = texture2D(fTexture, fTexCoord)
local frag2 = texture2D(fTexture2, fTexCoord)
return frag * frag2 -- mask
end
local shaderpixslot=Shader.lua(vshaderpixslot,fshaderpixslot,0,
{
{name="vMatrix", type=Shader.CMATRIX, sys=Shader.SYS_WVP, vertex=true},
{name="fTexture", type=Shader.CTEXTURE, vertex=false},
{name="fTexture2", type=Shader.CTEXTURE, vertex=false},
},
{
{name="vVertex", type=Shader.DFLOAT, mult=2, slot=0, offset=0},
{name="vColor", type=Shader.DUBYTE, mult=4, slot=1, offset=0},
{name="vTexCoord", type=Shader.DFLOAT, mult=2, slot=2, offset=0},
},
{
{name="fTexCoord", type=Shader.CFLOAT2},
}
)
local tex=Texture.new("gfx/test.png")
local tex2=Texture.new("gfx/arrow_0001.png")
local texw, texh = tex:getWidth(), tex:getHeight()
local px = Pixel.new(nil, texw, texh)
px:setTexture(tex, 0)
px:setTexture(tex2, 1)
px:setShader(shaderpixslot)
stage:addChild(px)
Change Pixel Texture slots on mouse hover
--!NEEDS:luashader/luashader.lua
-- bg
application:setBackgroundColor(0x00007f)
-- shader
function vshaderpixelslot(vVertex, vColor, vTexCoord) : Shader
local vertex = hF4(vVertex, 0.0, 1.0)
fTexCoord = vTexCoord
return vMatrix*vertex
end
function fshaderpixelslot() : Shader
local frag = texture2D(fTexture, fTexCoord)
local frag2 = texture2D(fTexture2, fTexCoord)
if slot == 0 then return frag
else return frag2
end
end
local shaderpixelslot=Shader.lua(vshaderpixelslot, fshaderpixelslot, 0,
{
{name="vMatrix", type=Shader.CMATRIX, sys=Shader.SYS_WVP, vertex=true},
{name="fTexture", type=Shader.CTEXTURE, vertex=false},
{name="fTexture2", type=Shader.CTEXTURE, vertex=false},
{name="slot", type=Shader.CINT, vertex=false},
},
{
{name="vVertex", type=Shader.DFLOAT, mult=2, slot=0, offset=0},
{name="vColor", type=Shader.DUBYTE, mult=4, slot=1, offset=0},
{name="vTexCoord", type=Shader.DFLOAT, mult=2, slot=2, offset=0},
},
{
{name="fTexCoord", type=Shader.CFLOAT2},
}
)
-- textures
local texbtnup=Texture.new("gfx/ui/btn_01_up.png")
local texbtndown=Texture.new("gfx/ui/btn_01_down.png")
-- objects
local px = Pixel.new(texbtnup)
-- params
px:setTexture(texbtndown, 1) -- texture, slot
px:setShader(shaderpixelslot)
-- position
px:setPosition(8*4, 8*16)
-- order
stage:addChild(px)
-- listeners
local onenter, moving, onexit
px:addEventListener(Event.MOUSE_HOVER, function(ev)
if px:hitTestPoint(ev.x, ev.y, true) then -- enter
-- execute code only once *
onenter = not onenter
if not onenter then moving = true end
if not moving then
-- execute action only once
px:setShaderConstant("slot", Shader.CINT, 1, 1) -- button Down texture
else
onexit = true
end
ev:stopPropagation()
else -- exit
onenter = false
moving = false
if onexit then
-- execute exit action only once
onexit = false
px:setShaderConstant("slot", Shader.CINT, 1, 0) -- button Up texture
end
end
end)