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@ -1,4 +1,4 @@
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use glam::UVec2;
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use glam::{uvec2, UVec2};
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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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@ -41,7 +41,7 @@ impl TextureAtlasManager {
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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::new(),
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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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}
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}
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@ -53,9 +53,11 @@ impl TextureAtlasManager {
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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) as usize;
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let new_idx = (y * new_size.x + x) as usize;
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self.data[new_idx] = self.data[idx];
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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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@ -65,8 +67,10 @@ impl TextureAtlasManager {
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self.size = new_size;
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}
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/// Allocate a new texture region in the atlas
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pub fn allocate(&mut self, size: UVec2) -> Option<TextureHandle> {
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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_resize` to allocate a texture and resize the atlas if necessary
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fn allocate(&mut self, size: UVec2) -> Option<TextureHandle> {
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let result = self.packer.pack(size.x as i32, size.y as i32, true)?;
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let index = self.count;
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self.count += 1;
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@ -81,9 +85,34 @@ impl TextureAtlasManager {
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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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fn allocate_resize(&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.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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pub fn add(&mut self, width: u32, data: &[u8]) {
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todo!()
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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_resize(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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@ -94,6 +123,10 @@ impl TextureAtlasManager {
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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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