Difference between revisions of "Pixel:setTexture"
From GiderosMobile
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'''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/> | ||
+ | |||
+ | === Example === | ||
+ | '''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> | ||
{{Pixel}} | {{Pixel}} |
Revision as of 07:15, 9 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
Example
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)