love.graphics.drawLayer
Available since LÖVE 0.11.0 |
This function is not supported in earlier versions. |
Draws a layer of an Array Texture.
Contents
Function
Synopsis
love.graphics.drawLayer( texture, layerindex, x, y, r, sx, sy, ox, oy, kx, ky )
Arguments
Texture texture
- The Array Texture to draw.
number layerindex
- The index of the layer to use when drawing.
number x (0)
- The position to draw the texture (x-axis).
number y (0)
- The position to draw the texture (y-axis).
number r (0)
- Orientation (radians).
number sx (1)
- Scale factor (x-axis).
number sy (sx)
- Scale factor (y-axis).
number ox (0)
- Origin offset (x-axis).
number oy (0)
- Origin offset (y-axis).
number kx (0)
- Shearing factor (x-axis).
number ky (0)
- Shearing factor (y-axis).
Returns
Nothing.
Function
Synopsis
love.graphics.drawLayer( texture, layerindex, quad, x, y, r, sx, sy, ox, oy, kx, ky )
Arguments
Texture texture
- The Array Texture to draw.
number layerindex
- The index of the layer to use when drawing.
Quad quad
- The subsection of the texture's layer to use when drawing.
number x (0)
- The position to draw the texture (x-axis).
number y (0)
- The position to draw the texture (y-axis).
number r (0)
- Orientation (radians).
number sx (1)
- Scale factor (x-axis).
number sy (sx)
- Scale factor (y-axis).
number ox (0)
- Origin offset (x-axis).
number oy (0)
- Origin offset (y-axis).
number kx (0)
- Shearing factor (x-axis).
number ky (0)
- Shearing factor (y-axis).
Returns
Nothing.
Function
Synopsis
love.graphics.drawInstanced( texture, layerindex, transform )
Arguments
Mesh mesh
- The Array Texture to draw.
number layerindex
- The index of the layer to use when drawing.
Transform transform
- A transform object.
Returns
Nothing.
Function
Synopsis
love.graphics.drawInstanced( texture, layerindex, quad, transform )
Arguments
Mesh mesh
- The Array Texture to draw.
number layerindex
- The index of the layer to use when drawing.
Quad quad
- The subsection of the texture's layer to use when drawing.
Transform transform
- A transform object.
Returns
Nothing.
Notes
In order to use an Array Texture or other non-2D texture types as the main texture in a custom Shader, the void effect() variant must be used in the pixel shader, and MainTex must be declared as an ArrayImage or sampler2DArray like so: uniform ArrayImage MainTex;
.
Examples
Draw multiple layers of an Array Image
function love.load()
local sprites = {"sprite1.png", "sprite2.png"}
image = love.graphics.newArrayImage(sprites)
end
function love.draw()
love.graphics.drawLayer(image, 1, 50, 50)
love.graphics.drawLayer(image, 2, 250, 50)
end
Use a custom shader with love.graphics.drawLayer
shader = love.graphics.newShader[[
uniform ArrayImage MainTex;
void effect() {
// Texel uses a third component of the texture coordinate for the layer index, when an Array Texture is passed in.
// love sets up the texture coordinates to contain the layer index specified in love.graphics.drawLayer, when
// rendering the Array Texture.
love_PixelColor = Texel(MainTex, VaryingTexCoord.xyz) * VaryingColor;
}
]]
function love.load()
local sprites = {"sprite1.png", "sprite2.png"}
image = love.graphics.newArrayImage(sprites)
end
function love.draw()
love.graphics.setShader(shader)
love.graphics.drawLayer(image, 1, 50, 50)
love.graphics.drawLayer(image, 2, 250, 50)
end
See Also
- love.graphics
- love.graphics.newArrayImage
- love.graphics.newCanvas
- love.graphics.newShader
- TextureType
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