2024-02-21 16:56:55 -06:00
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use glam::{uvec2, UVec2};
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2024-02-21 13:13:58 -06:00
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use hashbrown::HashMap;
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use nohash_hasher::BuildNoHashHasher;
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use rect_packer::DensePacker;
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2024-02-24 16:32:09 -06:00
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use crate::IfModified;
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2024-02-21 13:13:58 -06:00
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const CHANNEL_COUNT: u32 = 4;
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//TODO: make this work
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const ALLOW_ROTATION: bool = false;
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
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pub struct TextureHandle {
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//TODO automatic cleanup when handle is dropped
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//man: Weak<RefCell<TextureAtlasManager>>,
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pub(crate) index: u32
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}
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#[derive(Clone, Copy, Debug)]
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pub(crate) struct TextureAllocation {
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/// Index of the texture allocation
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pub index: u32,
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/// Position in the texture atlas
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pub position: UVec2,
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/// Requested texture size
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pub size: UVec2,
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/// True if the texture was rotated by 90 degrees
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pub rotated: bool,
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}
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/// Manages a texture atlas and the allocation of space within it\
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/// The atlas is alllowed to grow and resize dynamically, as needed
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pub(crate) struct TextureAtlasManager {
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packer: DensePacker,
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count: u32,
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size: UVec2,
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data: Vec<u8>,
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allocations: HashMap<u32, TextureAllocation, BuildNoHashHasher<u32>>,
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modified: bool,
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}
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impl TextureAtlasManager {
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/// Create a new texture atlas with the specified size\
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/// 512x512 is a good default size for most applications, and the texture atlas can grow dynamically as needed
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pub fn new(size: UVec2) -> Self {
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Self {
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packer: DensePacker::new(size.x as i32, size.y as i32),
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count: 0,
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size: UVec2::new(0, 0),
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data: vec![0; (size.x * size.y * CHANNEL_COUNT) as usize],
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allocations: HashMap::default(),
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modified: true,
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}
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}
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/// Resize the texture atlas to the new size in-place, preserving the existing data
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pub fn resize(&mut self, new_size: UVec2) {
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if new_size.x > self.size.x && new_size.y > self.size.y{
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self.packer.resize(new_size.x as i32, new_size.y as i32);
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//Resize the data array in-place
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self.data.resize((new_size.x * new_size.y * CHANNEL_COUNT) as usize, 0);
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for y in (1..self.size.y).rev() {
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for x in (0..self.size.x).rev() {
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let idx = ((y * self.size.x + x) * CHANNEL_COUNT) as usize;
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let new_idx = ((y * new_size.x + x) * CHANNEL_COUNT) as usize;
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for c in 0..(CHANNEL_COUNT as usize) {
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self.data[new_idx + c] = self.data[idx + c];
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}
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}
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}
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} else {
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//If scaling down, just recreate the atlas from scratch (since we need to re-pack everything anyway)
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todo!("Atlas downscaling is not implemented yet");
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}
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self.size = new_size;
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self.modified = true;
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}
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/// Allocate a new texture region in the atlas and return a handle to it\
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/// Returns None if the texture could not be allocated due to lack of space\
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/// Use `allocate` to allocate a texture and resize the atlas if necessary\
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/// Does not modify the texture data
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fn try_allocate(&mut self, size: UVec2) -> Option<TextureHandle> {
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let result = self.packer.pack(size.x as i32, size.y as i32, ALLOW_ROTATION)?;
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let index = self.count;
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self.count += 1;
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let allocation = TextureAllocation {
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index,
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position: UVec2::new(result.x as u32, result.y as u32),
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size,
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//If the size does not match the requested size, the texture was rotated
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rotated: ALLOW_ROTATION && (result.width != size.x as i32),
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};
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self.allocations.insert_unique_unchecked(index, allocation);
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Some(TextureHandle { index })
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}
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/// Allocate a new texture region in the atlas and resize the atlas if necessary\
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/// This function should never fail under normal circumstances.\
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/// May modify the texture data if the atlas is resized
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pub fn allocate(&mut self, size: UVec2) -> TextureHandle {
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let mut new_size = self.size;
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while !self.packer.can_pack(size.x as i32, size.y as i32, true) {
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new_size *= 2;
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self.packer.resize(new_size.x as i32, new_size.y as i32);
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}
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self.resize(new_size);
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self.try_allocate(size).unwrap()
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}
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/// Allocate a new texture region in the atlas and copy the data into it\
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/// This function may resize the atlas as needed, and should never fail under normal circumstances.
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pub fn add(&mut self, width: usize, data: &[u8]) -> TextureHandle {
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let size = uvec2(width as u32, (data.len() / (width * CHANNEL_COUNT as usize)) as u32);
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let handle = self.allocate(size);
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let allocation = self.allocations.get_mut(&handle.index).unwrap();
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assert!(!allocation.rotated, "Rotated textures are not implemented yet");
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for y in 0..size.y {
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for x in 0..size.x {
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let src_idx = (y * size.x + x) * CHANNEL_COUNT;
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let dst_idx = ((allocation.position.y + y) * self.size.x + allocation.position.x + x) * CHANNEL_COUNT;
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for c in 0..CHANNEL_COUNT as usize {
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self.data[dst_idx as usize + c] = data[src_idx as usize + c];
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}
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}
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}
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handle
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}
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pub fn modify(&mut self, handle: TextureHandle) {
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todo!()
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}
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pub fn remove(&mut self, handle: TextureHandle) {
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todo!()
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}
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pub fn atlas_size(&self) -> UVec2 {
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self.size
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}
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pub fn get(&self, handle: TextureHandle) -> Option<&TextureAllocation> {
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self.allocations.get(&handle.index)
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}
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/// Reset the `is_modified` flag
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pub fn reset_modified(&mut self) {
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self.modified = false;
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}
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/// Returns true if the atlas has been modified since the last call to `reset_modified`\
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/// If this function returns true, the texture atlas should be re-uploaded to the GPU\
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/// This function is mostly useful for developers of graphics backends
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pub fn is_modified(&self) -> bool {
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self.modified
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}
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}
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impl Default for TextureAtlasManager {
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/// Create a new texture atlas with a default size of 512x512
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fn default() -> Self {
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Self::new(UVec2::new(512, 512))
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}
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}
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#[allow(deprecated)]
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impl<'a> IfModified<TextureAtlasManager> for TextureAtlasManager {
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fn if_modified(&self) -> Option<&Self> {
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match self.modified {
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true => Some(self),
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false => None,
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}
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}
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}
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